Guide [SSB4] Kirby's Epic Guide (ver. 2.1)

t!MmY

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Kirby's Epic Guide for 3DS & Wii U


- - - - - - - - - -

I. Introduction
About this Guide
Hello, and welcome to version 2.2 of Kirby's Epic Guide!

This version will attempt to be as inclusive as possible in regards to up-to-date data. To go along with the data the entire guide has also been given a visual upgrade. I'm a competent designer with artistic talents, so I felt obligated to decorate the guide a little.

While the artwork itself is straight from Kirby games, the artistic creations found within this guide are entirely mine own. Taking cue from the title of the guide itself, I chose to continue with the "Yarn & Storybook" style of Kirby's Epic Yarn.

About the Author
I'm t1mmy, Kirby player extraordinaire. As of this writing I've been a competitive Smasher for over 10 years, and a fan of the Kirby games for even longer. During this time I've traveled across the United States and had the honor to play with many other Smashers, great and small, as well as competed in many tournaments... so many I've lost count at this point.

Over the years I've learned a good many things from my experience within the Smash Bros. community and with it I always enjoy giving back to others. It is with my most sincere pleasure that I write my third guide with aspirations to give others the best possible source of information regarding Kirby as I can.


About Kirby
Kirby is the protagonist in Nintendo's self-titled Kirby video game series. He is small, cute, innocent, perhaps a little too naive... and voraciously hungry. What's not to love about Kirby?

In the fourth installation of Super Smash Bros. (colloquially referred to as "Smash 4" or just "SSB4"), Kirby is a fairly under-represented character and as such is generally thought of as lower-tier [1]. In the past, Kirby has ranged from a strong threat (SSB) to exceptionally weak (Melee) and then mediocre (Brawl). The differences among 'strong' and 'weak' characters in SSB4 is not as severe as with the past games, so regardless of Kirby's relative strength he's still a fun and viable character.

Characters in SSB4 generally fall into some sort of vague category; they have specific strengths, weaknesses, and even styles of fighting. The following traits can give a good idea of what kind of fighter Kirby is in SSB4.

Style:
"Brawler" (Close-Quarters)

Strengths:
Exceptional combos
Multiple mid-air jumps
Short height
Extremely short Crouch
Powerful KO options
One of the best Pummels

Weaknesses:
Light Weight
Short-ranged attacks
Relatively slow ground speed
Relatively slow air mobility
Generally poor Special Attack options
Generally easy to punish

Fighter Summary:
Due to his slow movement, Kirby can have trouble with spacing opponents who have a range or speed advantage against him. His short-ranged attacks combined with his speed translates to poor approach options and results in an inability to keep his opponents under threat of attack. The good news is that Kirby can get a good deal of damage in, once he gets into striking range.

Kirby's strength when going toe-to-toe is his ability to get his opponents into the air, which puts Kirby into a strong position to punish. He can also knock opponents away, off-stage, where Kirby is very effective at gimping or outright KOing. In this regard, Kirby's main strategy is to vie for 'stage-control'.

Defensively, Kirby's small size is a boon since his short height can make it more difficult for the opponent to hit him, especially from the air or from farther away with ranged attacks. When ducking, Kirby is even more difficult to hit. Even attacks that would normally land a solid hit on a standing Kirby can completely miss Kirby when he Crouches. While Dodging can be punishable, it's not an especially bad idea for Kirby since Dodging combined with his small size can make him even harder to hit. Additionally, due to his slower speed, it can be used as a faster movement option.

Off-stage, Kirby's multiple air-jumps give him more options. These can be used offensively to chase down launched opponents, guard the stage, and to perform multiple Aerial Attacks before returning back to the stage. Defensively Kirby can use multiple Jumps to evade incoming attacks, provide multiple jumping Air Dodges, or be used to hover above an opponent to bait out an attack.

Kirby's Rankings & Statistics

Weight: 77 (52 out of 55)
Walking Speed: 36 (out of 48)
Running Speed: 30-33rd (out of 48)
Horizontal Speed: 7.0 (49th out of 52)
Fall Speed: 4.8 (47th out of 50)
Fast-Fall Speed: 2.8 (43rd out of 50, tied with four others)
Crawl: No
Wall-Jump: No
Wall-Cling: No

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

II. Move Set Data
Damage is written in percentages ("%").
Each hitbox is indicated with brackets "[" and "]".
An ellipse ("...") indicates the attack may go on indefinitely.
A tilde ("~") represents a "chargeable" attack that generally gets stronger the longer it is charged.
Numbers separated by a hyphen indicate a range. (e.g. "4 - 6").

_______________________

Standard Attacks
-----------------------------------------

Basic Attack (1)
Damage: 2%
Hits on: 3
Knockback: 8 base, 30 growth
Trajectory: 55
IASA: 7, into Basic Attack (2)


Basic Attack (2)
Damage: 3%
Hits on: 3-4
Knockback: 8 base, 30 growth
Trajectory: 70
ISASA: 9, into Basic Attack (3)


Basic Attack (3) "Vulcan Jab"
Damage: 1%...


Basic Attack (4)
Damage: 2%
Hits on: 5-6
Knockback: 80 base, 120 growth
Deadly Blow: 312%
Trajectory: 45
The "one-two" punch is a quick, close ranged attack best used to out-speed the opponent. The opponent will not be stunned very long (i.e. you will have a frame disadvantage after HitStun), it is is most reliable to simply move onto the Vulcan Jab combo with a standard finish.

Dash Attack
Damage: 1% (x5)
Hits on: ?
Knockback: ?
Final Hit
Damage: 4%
Hits on: 35 - 37
Knockback: 100 base, 70 growth
Deadly Blow: 352%
Trajectory: 62
Hit-Lag: 2.0​
The amount of start-up of this attack prevents it from being used as a quick option out of a Dash, this attack however is not without other merits. It is a multi-hitting attack with a lot of Active Frames which allow you to catch opponents out of Dodges (especially backward Rolls). Kirby's Dash Attack also has a small cool-down which makes it a little safer on a whiff. The distance and angle the opponent is sent does not allow for combos, but still puts you in an advantageous position, especially if the opponent is sent off-stage.
_________________

Strong Attacks
-----------------------------

Strong, Down (D-Tilt)
Damage: 6%*
Hits on: 4 - 6
Knockback: 30 base, 30 growth
Trajectory: 361
Deadly Blow: 883%
D-tilt is an excellent "poke" attack, not only because of its quick start-up and decent reach, but also because Kirby squishes down making himself more difficult to hit. D-tilt's damage output and Knockback are not a lot, but it has a useful chance of causing the opponent to Trip. Follow-up a Trip with F-tilt, Grab, a Tech Chase, or go for the KO with a lucky Smash Attack.
*May trip. Trip Rate: 0.3 at the toes, or 0.35 at the base of the foot.

Strong, Forward (F-Tilt)
Damage: 8%
Hits on: 5 - 8
Knockback: 12 base, 100 growth
Trajectory: 361
Deadly Blow: 230%
Sour-spot
Damage: [7%] (at the toes)
Deadly Blow: 257%​
The utility of Kirby's F-tilt is limited, yet useful: A quick kick that sends the opponent away. Use this attack for quick punishes and to get the opponent off-stage for a more strategic positioning.

This attack may be angled up (Up-Angled F-Tilt) or down (Down-Angled F-Tilt).

Strong, Up (U-Tilt)
Damage: 5%
Hits on: 4 - 5
Knockback: 40 base, 116 growth
Trajectory: 100
Deadly Blow: 264%
(pictured left)
Sour-spot
Damage: 4% (toward the ending of the attack)
Hits on: 6 - 9
Knockback: 40 base, 110 growth
Trajectory: 88
Deadly Blow: 324%
(pictured right)​
This upward striking kick hits primarily behind Kirby, but it has a secondary "sour spot" that can strike in front of Kirby as well. Use the launching power of this attack at low-percents to start an overhead combo (a juggle). At higher percents, the U-tilt loses its combo potential but is still useful as a safe attack to throw out against an opponent who might be baiting a more risky attack. The "sour spot" of this attack can help extend the combo set-up to higher percents as it does significantly less Knockback than the primary Hitbox yet still launches the opponent for a juggle.
__________________

Smash Attacks
------------------------------

Down-Smash
Damage: 14%
Hits on: 10 - 14
Knockback: 25 base, 102 growth
Trajectory: 76
Deadly Blow: 135%
Sour-spot
Damage: 10%
Hits on: 15 - 22
Deadly Blow: 135%​
Of the three Smash Attacks, this is overall the weakest of them. The usefulness of this move is that it hits on both sides of Kirby as he spins. It is also Kirby's fastest Smash Attack in terms of start-up which might give you a stronger punish option than either F-smash or U-smash.

Forward-Smash
Damage: 15%
Hits on: 13 - 15
Knockback: 30 base, 99 growth
Deadly Blow: 111%
Trajectory: 361
Sour-spot
Damage: 11%
Hits on: 16 - 19
Knockback: 90 base, 66 growth
Deadly Blow: 189%
Trajectory: 60​

F-Smash (angled up)
Damage: 16%
Deadly Blow: 103%
Sour-spot
Damage: 13%
Deadly Blow: 161
Forward-Smash (angled down)
Damage: 14%
Deadly Blow: 120%
Sour-spot
Damage: 10%
Deadly Blow: 207%​
A powerful horizontal kick that is best reserved for a defenseless opponent who has left themselves wide open. The reason this attack is best kept in check is because of how easy it is to be punished on a whiff. A secondary use of this attack is to use its pure power to plough through a weaker attack; this takes knowledge of 'priority' to use effectively. This Smash Attack may be angled up or down.

F-smash charge begins on frame 12.

Up-Smash
Damage: 15%
Hits on: 14
Knockback: 34 base, 96 growth
Deadly Blow: 126%
Trajectory: 75
Flag: Slash
Sour-spot
Damage: 14% (at the toes)
Hits on: 14
Deadly Blow: 140%
Flag: Slash​

U-Smash (hitting behind)
Damage: 14%
Hits on: 15 - 16
Knockback: 20 base, 96 growth
Deadly Blow: 145%
Trajectory: 88
Sour-spot
Damage: 12% (at the toes)
Deadly Blow: 170%​

U-Smash (hitting behind/down)
Damage: 12%
Hits on: 17 - 19
Knockback: 10 base, 50 growth
Deadly Blow: 365%
Trajectory: 50
Sour-spot
Damage: 11% (at the toes)
Deadly Blow: 395%​
A powerful vertical kick. As with Kirby's other powerhouse attacks, it's best used against an opponent who's defenses are left wide-open. Use this attack to get a "Star KO", which works best on characters who are KO'd more easily off the top boundaries. This attack is strongest in front of Kirby and close to the base of his feet.
________________

Aerial Attacks
---------------------------

Back-Air
Damage: 13%
Hits on: 6 - 7
Knockback: 20 base, 102 growth
Deadly Blow: 135%
Trajectory: 361
Aerial Attack Lag: 17
Sour-spot
Hits on: 8 - 14
Damage: 8%
Deadly Blow: 223%​
Auto-Cancel: 1-4, 19~
Though this attack is technically a "drop-kick" style attack, Kirby's aerial-based fighting style allows his B-air to be used either while rising or falling. Since the B-air finishes somewhat quickly, Kirby can Fast-Fall and incur only normal Landing Lag (Auto-Cancel) or he can jump before touching the ground, ready for more aerial action.

Down-Air
Damage: [1%] x5
Hits on: 18 - 19
Knockback: 20 base, 107 growth
Deadly Blow: 704%
Trajectory: 366
Hit Lag: 1.5
SDI Modifier: 1.2
Aerial Attack Lag: 17
Meteor Smash
Damage: 2%
Hits on: 34
Knockback: 20 base, 110 growth
Deadly Blow: 707%
Trajectory: 270
Landing Hit
Damage: 2%
Hits on: 1 - 3
Deadly Blow: ?
Trajectory: 60​
Auto-Cancel: 1-3*, 39~
The classic Kirby Attack is back and better than it was in Brawl. This "Drill Kick" style attack can be used effectively on a grounded or airborne opponent. When used on a grounded opponent the 'landing hit' will keep the opponent just within range for a quick attack such as a Grab or Tilt - if you're feeling bold, you can go for riskier follow-ups like F-smash.

When used on an airborne opponent, the final hitbox will send the opponent downward with a Meteor Smash. If you Fast-Fall with this Meteor Smash you might be able to combo into a Foolstool sending the opponent tumbling helplessly downward!

This this attack has many benefits on-hit, the risk:reward is balanced out by its noticeably long start-up. Because of this start-up, play Kirby's D-air to its advantages and you'll find it an excellent part of his game!

* The D-air Auto-Cancel when used on frames 1-3 is known as a "Hup-Cancel". This is because Kirby will land on the ground without incurring the D-air Landing Lag and he will say "Hup!" at the same time. Cute!

Forward-Air (1)
Damage: 4%
Hits on: 10 -11
Knockback: 35 base, 50 growth
Deadly Blow: 717%
Trajectory: 45
Aerial Attack Lag: 13
"Secret Hit-Box"
Deadly Blow: 753%
Trajectory: 80​

Forward-Air (2)
Damage: 3%
Hits on: 17 - 18
Knockback: 28 base, 30 growth
Deadly Blow: ?
Trajectory: 366

Forward-Air (3)
Damage: 5%
Hits on: 25 - 26
Knockback: 30 base, 145 growth
Deadly Blow: 196%
Trajectory: 361

Auto-Cancel: 1-4, 42~
A triple-hitting aerial spin-kick, primarily used to knock opponents horizontal, but also useful when spaced against possible Sidesteps or Shields. The Aerial Attack Lag is minimal, so Fast-Fall this attack if used out of a Short Hop. You can cancel out any number of kicks when you land. If you hit with only the 2nd kick and cancel the F-air into the ground while the opponent is off-stage this will result in pseudo-Meteor Smash. F-air is also useful off-stage when intercepting an opponent's return.
There is a 'secret hitbox' on the first kick of F-air, right at the tip of Kirby's foot which sends the opponent at a vertical ascent. Great for juggles or set-ups.

-- Neutral-Air
Damage: 10%
Hits on: 10 - 11
Knockback: 30 base, 90 growth
Deadly Blow: 198%
Trajectory: 46
Aerial Attack Lag: 10 frames
Sour-spot A
Damage: 8%
Hits on: 12 - 15
Deadly Blow: 242%
Sour-spot B
Damage: 6%
Hits on: 16 - 20
Deadly Blow: 306%
Sour-spot C
Damage: 4%
Hits on: 21 - 34
Deadly Blow: 412%​
Auto-Cancel: 1-3, 32-34
The "Spinning Star" Aerial Attack is an intricate move with malleable uses dependent on timing, distance, and situation. The initial hitbox (frame 10) is used at very low percents (0% ~ 10%) as a lead and at higher percents as a general 'knock-away attack'. The weakest hitbox can also be used at higher percents (60% ~ 100%) as a lead in the same way as the initial hitbox.

I call the N-air 'malleable' because you must form it to the situation you plan to use it; which angle, at what height, if/when to Fast-Fall, etc. However it is used, one benefit of this attack is the relatively quick Aerial Attack Lag which gives reason to Fast-Fall this attack and get back to the ground as soon as possible.

Up-Air
Damage: 9%
Hits on: 10 - 15
Knockback: 20 base, 100 growth
Deadly Blow: 224%
Trajectory: 70
Aerial Attack Lag: 12 frames
Auto-Cancel: 1, 24~
This somersaulting kick is both very useful and very awkward. It is very useful because of its launch trajectory, its low amount of Aerial Attack Lag, and its easy Auto-Cancel. What makes this attack awkward is its slightly lengthy start-up combined with its rather close-range hitbox as well as it's reverse-striking hitbox.

Put this all together and you'll see that the best theoretical way of getting a Auto-Canceled lead is to leap backward and drop a reverse kick on top of the opponent's head ... talk about fighting flair! A more practical use for this attack is to use the front-hitting kick while facing toward the opponent and then Fast-Fall the U-air to take advantage of the low landing lag. This will launch the opponent for some nice juggle combos in a much more practical manner.
________________

Special Attacks
---------------------------

Down-Special
Damage, Aerial: 18%
Hits on: ?
Knockback: 65 base, 70 growth
Deadly Blow: 119%
Trajectory: 70
Stone, Ground
Damage: 14*
Hits on: ?
Knockback: 40 base, 40 growth
Deadly Blow: 271%
Trajectory: 0​
Kirby's Stone is much the same as it has been in all previous Smash games: a slow start-up transformation before Kirby plummets downward. This time around, a new mechanic seems to have been added: Kirby can now cancel 'on-hit'. This cancel is not limited to hitting an opponent, you can cancel with any 'collision' occurs with Kirby's Stone hitbox, as well as when Kirby hits the ground. There is still a minimal amount of time Kirby must remain in Stone form before he can cancel.

While Kirby is in Stone form he benefits from a kind of "Ablative"† Super Armor. As usual with Super Armor he will not suffer Knockback from attacks hitting him, but unlike normal Super Armor he will also not take damage. There is a downside to Kirby's Stone Armor and that is it can be 'broken' with 40% of damage or more - this damage is "Ablative" in that it doesn't require a single hit to be broken, consecutive hits will add up. If and when the Stone is broken, Kirby will suffer half the damage and Knockback of the attack that broke him out of Stone form.

*Will only hit an opponent who is on the ground.
† Ablation: (Geological Science) the wearing away of a rock or glacier.[6]
-- Neutral-Special

Damage: 0%
Copy: 10%
Star-Shot: 6%​
Hits on: 18...
See "Copy Abilities & Hats" for more details.

Side-Special
Used on Ground
Damage: 19% ~ 35%
Hits on: ?
Knockback: 60? base, 70? growth
Deadly Blow: 117%? ~ 30%?
Trajectory: 53?
Hit-Lag: 1.2?
Flag: Fire (when charged)
Used in Air
Damage: 15% ~ 27%
Hits on: ?
Knockback: 60? base, 70? growth
Deadly Blow: 157%? ~ 61%?
Trajectory: 55?
Flag: Fire (when charged)​

Kirby's Hammer operates in a similar manner as King Dedede's Jet Hammer. It is an extremely slow attack with a lot of damage/knockback that charges as you hold the button and then strikes when you release the button. When the Hammer reaches maximum charge, Kirby will begin taking damage at 1% intervals until he reaches 100%.

The Aerial Hammer has two swings and can also be charged. The aerial swings are much weaker than the ground-based swing. The Hammer will counted as "Aerial" only while Kirby is in the air (i.e. if you charge the Hammer in the air and then land on the ground when you attack, the Hammer will have ground-based damage/knockback and not aerial-based damage/knockback).

Note: Kirby gains Super Armor when swinging his full-charged Hammer. This starts on frame 5 of the swing and ends on frame 14 (8 frames of Super Armor total).

Up-Special
Damage: 5%
Hits on: ?
Knockback: 100 f, 117 weighted
Trajectory: 85
SDI multiplier: 1.3
Flag: Slash

Downward Strike
Damage: 2%
Hits on: ?
Knockback: 100 f, 100 weighted
Trajectory: 275
SDI multiplier: 1.3
Flag: Slash
Sour Spot (Downward Strike)​
Damage: 2%
Hits on: ?
Knockback: 30 base, 180 growth
Deadly Blow: 285%
Trajectory: 361
Flag: Slash

Cutter Blade
Damage: 5%
Knockback: 70? base, 100? growth
Deadly Blow: 216%?
Trajectory: 361?
The "Final Cutter" is primarily a vertical recovery option first and an attack second (it's use as a projectile is a distant third). The multiple hits of the Final Cutter now combo much more reliably, but it is now possible for the opponent to "Tech" the 2nd hit when spiked into the ground (even when standing on the ground when spiked).

While the rising blade can be used to out-range incoming opponents, the start-up, damage output, and recovery lag is generally not worth it.

Note: Kirby cannot ledge-cancel the Final Cutter on the ledge when facing away from the ledge. (It also does not ledge-cancel at all when rising up with any facing).
_________________

Holds & Throws
----------------------------

Grab (Neutral)
Damage: Grab
Hits on: 6 - 7
IASA: 8
Kirby's standard Grab attack. After Grabbing, input Attack to perform a Pummel or input a direction (Up/Down/Left/Right) to initiate a Throw!
Dash Grab
Damage: Grab
Hits on: 8 - 9
IASA: 10
This is Kirby's Grab out of a Dash or Run action. It is slower to start than a regular Grab and has more recovery when missed.
Pivot Grab
Damage: Grab
Hits on: 10 -11
IASA: 12
Pivot Grabs generally have a much longer grab-range.
Pummel
Damage: 1.55%
Hits on: 9
Knockback: 100f, 100 weighted
Trajectory: 361
IASA: 10
Kirby's 'Pummel' is to smack his opponent very quickly with his free fist..

Down Throw
Multi-Hits
Damage: 0.4% x 9
Hits on: 9 - 10
Knockback: 100f, 10 weighted
Trajectory: 270
Penultimate Hit
Damage: 2%
Hits on: 1 - 8
Knockback: 60 base, 180 growth
Deadly Blow: 286%
Trajectory: 63
Final Hit
Damage: 1%
Hits on: 56 - 57
Knockback: 10 base, 100 growth
Deadly Blow: 859%
Trajectory: 90​
Total Damage: 6.6%
A multi-hitting 'stomping' attack that send the opponent away and upward.

Back Throw
Damage: 8%
Hits on: 1 - 2
Knockback: 30 base, 120 growth
Deadly Blow: 187%
Trajectory: 130
IASA: 13
Sends the opponent behind Kirby. There is very little ending recovery-lag after using this attack allowing Kirby to combo into B-air on some opponents at low damage. This Throw can be used to score a KO at about 150% and above.

Forward Throw
Damage: 7%
Hits on: 1 - 2
Knockback: 40 base, 100 growth
Deadly Blow: 265%
Trajectory: 59
IASA: 9
Sends the opponent up and away.

Up Throw
Damage: 10%
Hits on: 1 - 2
Knockback: 75 base, 63 growth
Deadly Blow: 216%
Trajectory: 78
IASA: 6
Flies straight up and slams the opponent down with an explosion. This Throw is good for it's damage output as well as for landing on overhead platforms which may help KO at higher percents.
_______________

Miscellaneous
-------------------------

Ledge Attack
Damage: [7%]

Get-up Attack
↑ Supine: [7%]
↓ Prone: [7%]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

III. Inhale & Copy Abilities

Star Shot Damage Chart



Bowser
Fire Breath (1%...)

Bowser Jr.
Canon Ball (6% ~ 15%), (4% ~ 12% weak hit)

C. Falcon
Falcon Punch (25%) (28%, turning)

Charizard
Flamethrower (2%, 2%, 1% ... )

Dark Pit
Dark Arrow (3% ~ 10%)

Diddy Kong
Peanut Popgun (3% ~ 11%), (23% backfire)

Donkey Kong
Giant Punch (10% ~ 28%)

Dr. Mario
Pills (5% near), (4% far)

Duck Hunt
Sharpshooter (8% - 11%)

Falco
Blaster, Falco (3%)

Fox
Blaster, Fox (1% far), (2% mid-range), (3% point-blank)

Game & Watch, Mr.
Chef (4% food), (9% pan)

Ganondorf
Warlock Punch (30%), (37% turning)

Greninja
Water Shuriken [3% ~ 12%]

Ike
Eruption (10% ~35%)

Jigglypuff
Rollout [7% ~ 14%]

King Dedede
Inhale (0%), (10% star shot)

:4kirby: Kirby
Varies based on the Hat Kirby is wearing, if any.

Link
Hero's Bow (4% ~ 12%)

Little Mac
Straight Lunge (14% ~ 25%), (9% ~ 20% far)

Lucario
Aura Sphere (6% ~ 17%)

Lucina
Shield Breaker (8% ~ 21%)

Luigi
Fireball, Green (6%)

Mario
Fireball, Red (5%), (4% far)

Marth
Shield Breaker (9% ~ 24% tip), (8% ~ 22%)

Mega Man
Meta Blade (3%, 3%), (5%, 5% if picked up and thrown)

Meta Knight
Mach Tornado (1, 1, 1, 1, 1, 1, 3)

:4miibrawl: Mii (Brawler)
Shot Put (15%), (11% weak)

:4miigun: Mii (Gunner)
Charge Blast: (3% ~ 22%)

:4miisword: Mii (Sword Fighter)
Gale Strike (4%, 3%), (weak: [2%, 2%]) <- has a gust

Ness
PK Flash (9% ~ 37%)

Pac-Man
Bonus Fruit:
Cherry [4%]
Strawberry [6%]
Peach [8%]
Apple [9%]
Melon [12%]
Spaceship [11%]
Key [15%]

Palutena
Auto Reticle (2%, 3%, 3%)

Peach
Toad (2%, 2%, 2%, 2%, 2%, 2%, 2%)

Pikachu
Thunder Jolt: 4% (ball), 6% (arc)

Pikmin & Olimar/Alph
Pikmin Toss:
7% (red)
6% (yellow)
6% (blue)
5% (white)
9% (fat)

Pit
Palutena's Bow (3% ~ 8%)

R.O.B.
Robo Beam (4% ~ 10%), (7% at the base)

Robin
Thunder: [2%, 3%, 2%], [3% ~ 10%] (20 weak uses, 3 Thoron)

Rosalina
Luma Shot (5% ~ 16%)

Samus
Charge Shot (3% ~ 25%)

Samus, Zero Suit
Paralyzer (4% ~ 6%)

Sheik
Needle Storm: 1% ~11% (1% per needle)

Shulk
Monado Arts: 0%*

Sonic
Homing Attack (12%)

Toon Link
Hero's Bow (4% ~ 12%)

Villager
Pocket (0%)

Wario
Bite (grab)

Wii Fit Trainer
Sun Salutation (5% ~ 18%)**

Yoshi
Egg Lay (7%)

Zelda
Nayru's Love (2%, 2%, 2%, 5%)

* Stat changes according to Monado Arts
** Heals 1%
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

IV. Tactics & Strategies

Leads, Follow-ups, & Combos
Note, this is a preliminary list. These combos may or may not be 'easy' to duplicate, but they are possible (they registered as a "Combo" in Training Mode).

Right now only the "0% combos" are listed (the opponent is at 0% damage when starting the combo). This is currently Mario-only as he works well as a character with 'average' stats; character specific combos will be added later.

To read the list:
Find the starting hit (the "Lead" hit) and follow the arrow to the next attack. If there is more than one arrow, then you have a choice as to which listed attack you want to combo into.
D-tilt (Trip)
→ Grab
→ F-air
→ F-smash
→ Dash Attack​

U-tilt
→ Jab
→ U-tilt
→ F-tilt
→ U-air
→ N-air
→ F-air
→ B-air
→ Grab
→ Inhale​

N-air
→ Jab
→ F-tilt
→ D-tilt
→ Grab​

F-air1
→ Jab
→ Grab
F-air3
→ Jab
→ F-tilt
→ D-tilt
→ Grab
D-air
→ Jab
→ F-tilt
→ D-tilt
→ U-tilt
→ Grab
B-air
→ F-tilt​

U-air
→ Jab
→ F-tilt
→ D-tilt
→ U-tilt
→ Grab​

B-throw
→ B-air*
→ U-air*​
*see chart below for specific characters
:4bowser: Bowser: 0-10
:4bowserjr: Bowser Jr.: 0-12, 16
:4charizard: Charizard: 0-27
:4dedede: Dedede: 0-26
:4diddy: Diddy Kong: 0-18
:4dk: Donkey Kong: 0-1, 2-12
:4duckhunt: Duckhunt: 0-8
:4kirby: Kirby: 0-3, 4-9
:4ganondorf: Ganondorf: 0-3
:4gaw: G&W: 0-9
:4link: Link: 0-3
:4littlemac: Little Mac: 0-5, 6
:4jigglypuff: Jigglypuff: 0-10
:4lucina: Lucina: 0-7
:4marth: Marth: 0-8
:4metaknight: Meta Knight: 0, 1-3*
:4mii: Mii: varies (possibly up to 18%)
:4ness: Ness: 0-24
:4pacman: Pac-Man: 0-11
:4peach: Peach: 0-6
:4robinm: Robin: 0-5
:rosalina: Rosalina: 1
:4sonic: Sonic: 0-3, 4-6*
:4tlink: Toon Link: 0-4
:4villager: Villager: 0-21
:4wario: Wario: 0-10
:4yoshi: Yoshi: 0-11, 12

True Combos:
:4charizard: Charizard: 3-6%
:4dk: Donkey Kong: 5-20%
:4duckhunt: Duck Hunt: 1-4%
:4jigglypuff: Jigglypuff: 1-2%
:4dedede: King Dedede: 2-28%
:4kirby: Kirby: 0-9%
:4littlemac: Little Mac: 4-5%
:4lucina: Lucina: 3%, 5%
:4marth:Marth: 2-3%
:4metaknight:Meta Knight: 0-4%
:4ness: Ness: 2-8%
:4sonic: Sonic: 5%
:4tlink: Toon Link: 2-3%
:4villager: Villager: 2-7%
:4wario: Wario: 9%
:4yoshi: Yoshi: 6-12%

Plausible Follow-Ups:
:4bowser: Bowser: 0-2%
:4falcon: Captain Falcon: 0%
:4charizard: Charizard: 0-2%
:4ganondorf: Ganondorf: 0-2%
:4jigglypuff: Jigglypuff: 0%
:4dedede: King Dedede: 0-1%
:4ness: Ness: 0-1%
:4tlink: Toon Link: 0-1%
:4villager: Villager: 0-1%

* Thanks to MikeKirby for help with the B-throw to U-air combos.
Game-play Tips & Tricks
To be added in a future update.
Match-ups
To be added in a future update. For now, check out the Kirby Match-Up Discussion thread.
Sheik
Diddy Kong
- - - - - - - - - - - - - - - - - - - - - - -

V. Advanced Play
Advanced Techniques
Turbo Stone
[SSB4] Kirby's Epic Guide

Hup-Cancels
Air-Dodge -> Hup
U-throw -> Hup
B-throw or F-throw -> Hup

Cupid Hover
Using Kirby's "Silver Bow" Copy Ability (from Dark Pit), Kirby can 'hover' while he charges the arrow. See the above link for more details.

Getting hit out of a Copy
Some characters have a 'guarenteed hit' on Kirby if he chooses to use a Copy on them. See the above link for a list of those characters and which attacks they can use.

Appendix
 
Last edited:

t!MmY

Smash Hero
Joined
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Messages
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Location
Oregon
NNID
t1mmy_smash
Older editions of the above guide will be archived here.
[collapse=1st edition archive]
Kirby's Epic Guide for 3DS & Wii U

Table of Contents
I. Prolegomenom
II. About Kirby
III. Kirby's Attack Data
IV. Hats (Copy Abilities)
V. Leads, Follow-Ups & Combos

- - - - - - - - - -

I. Prolegomenon



This guide is written specifically for Super Smash Bros for 3DS and was written for a couple reasons. First, I am a fan of Kirby both in his series of video games and as a fighter in the Super Smash Bros games. Second, I wish to expedite the knowledge and advancement of Kirby players everywhere.

This guide makes my third official guide for Kirby with Melee being the first I've written and Brawl the second (I have an official SSB Kirby guide I have yet to publish). With all the time and effort put into making these guides I have learned at least one thing: I appreciate every last person who takes the time to read what I have written. I appreciate being able to help people who share my passion and I appreciate the help that others offer me.

With that being said I would like to say that I have a unique opportunity afforded to me: to be able to delve into Super Smash Bros for 3DS without having to wait for the North American release. Since I have this opportunity I wish to share as much of my knowledge and findings about this game as I can in written word (I have no way of capturing video from a 3DS as of right now).

Your reading is truly appreciated,
-t1mmy


Post Wii U Launch addendum
As of this writing Super Smash Bros. for Nintendo Wii U has launched both in North America as well as in Europe; it will also be released in Japan in a couple days. In celebration of the home console version, I am giving this guide an update with more Kirby information as well as a more polished-up look.

I hope you enjoy following along with this guide over the years as we enjoy playing in a new era of Super Smash Bros.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

II. About Kirby



Kirby is the popular Nintendo character and star of the Kirby series of video games. His first game was Kirby's Dreamland for the Nintendo Game Boy in 1992. He is about 8-inches tall and hails from planet Popstar. Kirby is a simple being and his appearance reflects this as he is mostly an expressive face with small appendages. This simple appearance belies his courage spirit as he always set out to right wrongs - even if he does so in a completely naïve manner.

Kirby has been in every Super Smash Bros game that has been release since the original on the N64. His relative prowess and capabilities have varied widely starting as a force to be reckoned with in SSB, a complete bottom-tier in Melee, and a competent-if-not-underpowered fighter in Brawl.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

III. Kirby's Attack Data



Frame Data is currently unknown, but everything is very similar to Brawl's latest known information. Until a consistent way of gathering frame data is developed we will have to go off our best guess. Right now, I will list Kirby's various Attacks and their damage output.

All damage data was collected in Training Mode against a CPU. If you spot any typos or mistakes, please let me know so we can get that fixed as soon as possible. If you have any way of capturing pictures to go along with this data and can contribute that for this guide I will include it and give you full credit.

Damage is written in percentages (%).
Each hitbox is indicated with brackets "[" and "]".
An ellipse ("...") indicates the attack may go on indefinitely.
A tilde "~" represents a "chargeable" attack that generally gets stronger the longer it is charged.

[Collapse="Standard Attacks"]
_______________________
Standard Attacks
--------------------------------------

Basic Attack
Damage: [2%]
" 2nd-hit: [3%]
" Multi-hit: [1%], [1%] ...
" Finisher: [2%]​
The "one-two" punch is a quick, close ranged attack best used to out-speed the opponent. The opponent will not be stunned very long (i.e. you will have a frame disadvantage after HitStun), it is is most reliable to simply move onto the Vulcan Jab combo with a standard finish.

Dash Attack
Damage: [1%], [1%], [1%], [1%], [1%], [4%]​
The amount of start-up of this attack prevents it from being used as a quick option out of a Dash, this attack however is not without other merits. It is a multi-hitting attack with a lot of Active Frames which allow you to catch opponents out of Dodges (especially backward Rolls). Kirby's Dash Attack also has a small cool-down which makes it a little safer on a whiff. The distance and angle the opponent is sent does not allow for combos, but still puts you in an advantageous position, especially if the opponent is sent off-stage.
[/collapse]
[collapse="Strong Attacks"]
_________________
Strong Attacks
-----------------------------
Down-Tilt
Damage: [6%] (*may trip)​
D-tilt is an excellent "poke" attack, not only because of its quick start-up and decent reach, but also because Kirby squishes down making himself more difficult to hit. D-tilt's damage output and Knockback are not a lot, but it has a useful chance of causing the opponent to Trip. Follow-up a Trip with F-tilt, Grab, a Tech Chase, or go for the KO with a lucky Smash Attack.

Forward-Tilt
Damage: [8%]
" sour-spot: [7%] (at the toes)​
The utility of Kirby's F-tilt is limited, yet useful: A quick kick that sends the opponent away. Use this attack for quick punishes and to get the opponent off-stage for a more strategic positioning.

Up-Tilt
Damage: 5%
" sour-spot: 4% (toward the ending of the attack)​
This upward striking kick hits primarily behind Kirby, but it has a secondary "sour spot" that can strike in front of Kirby as well. Use the launching power of this attack at low-percents to start an overhead combo (a juggle). At higher percents, the U-tilt loses its combo potential but is still useful as a safe attack to throw out against an opponent who might be baiting a more risky attack. The "sour spot" of this attack can help extend the combo set-up to higher percents as it does significantly less Knockback than the primary Hitbox yet still launches the opponent for a juggle.
[/collapse]
[collapse="Smash Attacks"]
__________________
Smash Attacks
------------------------------
Down-Smash
Damage: 14%​
" sour-spot: 10% (toward the end)
Of the three Smash Attacks, this is overall the weakest of them. The usefulness of this move is that it hits on both sides of Kirby as he spins. It is also Kirby's fastest Smash Attack in terms of start-up which might give you a stronger punish option than either F-smash or U-smash.

Forward-Smash
Damage: 15%
" sour-spot: 11% (toward the end)
F-Smash (U-Angled)
Damage: 16%
" sour-spot: 13% (toward the end)
Forward-Smash (D-Angled)
Damage: 14%
" sour-spot: 10% (toward the end)​
A powerful horizontal kick that is best reserved for a defenseless opponent who has left themselves wide open. The reason this attack is best kept in check is because of how easy it is to be punished on a whiff. A secondary use of this attack is to use its pure power to plough through a weaker attack; this takes knowledge of 'priority' to use effectively. This Smash Attack may be angled up or down.

Up-Smash
Damage: 15%
" sour-spot: 14% (at the toes)
U-Smash (hitting behind/down)
Damage: 12%
" sour-spot: 11% (at the toes)​
A powerful vertical kick. As with Kirby's other powerhouse attacks, it's best used against an opponent who's defenses are left wide-open. Use this attack to get a "Star KO", which works best on characters who are KO'd more easily off the top boundaries. This attack is strongest in front of Kirby and close to the base of his feet.
[/collapse]
[collapse=Aerial Attacks]
________________
Aerial Attacks
---------------------------
Back-Air
Damage: [13%]
" sour-spot: 8%
Aerial Attack Lag: 17 frames​
Though this attack is technically a "drop-kick" style attack, Kirby's aerial-based fighting style allows his B-air to be used either while rising or falling. Since the B-air finishes somewhat quickly, Kirby can Fast-Fall and incur onlyl normal Landing Lag or even jump before touching the ground, ready for more aerial action.

Down-Air
Damage: [1%], [1%], [1%], [1%], [1%], [2%], [2%]
*[2%] if landing-canceled being final aerial hitbox
Aerial Attack Lag: 17 frames​
The classic Kirby Attack is back and better than it was in Brawl. This "Drill Kick" style attack can be used effectively on a grounded or airborne opponent. When used on a grounded opponent the 'landing hit' will keep the opponent just within range for a quick attack such as a Grab or Tilt - if you're feeling bold, you can go for riskier follow-ups like F-smash.
When used on an airborne opponent, the final hitbox will send the opponent downward with a Meteor Smash. If you Fast-Fall with this Meteor Smash you might be able to combo into a Foolstool sending the opponent tumbling helplessly downward!
This this attack has many benefits on-hit, the risk:reward is balanced out by its noticeably long start-up. Because of this start-up, play Kirby's D-air to its advantages and you'll find it an excellent part of his game!

Forward-Air
Damage: [4%], [3%], [5%]
Aerial Attack Lag: 13 frames​
A triple-hitting aerial spin-kick, primarily used to knock opponents horizontal, but also useful when spaced against possible Sidesteps or Shields. The Aerial Attack Lag is minimal, so Fast-Fall this attack if used out of a Short Hop. You can cancel out any number of kicks when you land. If you hit with only the 2nd kick and cancel the F-air into the ground while the opponent is off-stage this will result in pseudo-Meteor Smash. F-air is also useful off-stage when intercepting an opponent's return.
There is a 'secret hitbox' on the first kick of F-air, right at the tip of Kirby's foot which sends the opponent at a vertical ascent. Great for juggles or set-ups.

-- Neutral-Air
Damage: [10%]
" sour-A: [8%]
" sour-B: [4%]
Aerial Attack Lag: 10 frames​
The "Spinning Star" Aerial Attack is an intricate move with malleable uses dependent on timing, distance, and situation. The initial hitbox (frame 10) is used at very low percents (0% ~ 10%) as a lead and at higher percents as a general 'knock-away attack'. The weakest hitbox can also be used at higher percents (60% ~ 100%) as a lead in the same way as the initial hitbox.
I call the N-air 'malleable' because you must form it to the situation you plan to use it; which angle, at what height, if/when to Fast-Fall, etc. However it is used, one benefit of this attack is the relatively quick Aerial Attack Lag which gives reason to Fast-Fall this attack and get back to the ground as soon as possible.

Up-Air
Damage: [9%]
Aerial Attack Lag: 12 frames​
This somersaulting kick is both very useful and very awkward. It is very useful because of its launch trajectory, its low amount of Aerial Attack Lag, and its easy Auto-Cancel. What makes this attack awkward is its slightly lengthy start-up combined with its rather close-range hitbox as well as it's reverse-striking hitbox.
Put this all together and you'll see that the best theoretical way of getting a Auto-Canceled lead is to leap backward and drop a reverse kick on top of the opponent's head ... talk about fighting flair! A more practical use for this attack is to use the front-hitting kick while facing toward the opponent and then Fast-Fall the U-air to take advantage of the low landing lag. This will launch the opponent for some nice juggle combos in a much more practical manner.
[/collapse]
[collapse="Special Attacks"]
________________
Special Attacks
---------------------------
Down-Special
Damage: [18%]
" grounded: [14%]​
Kirby's Stone is much the same as it has been in all previous Smash games: a slow start-up transformation before Kirby plummets downward. This time around, a new mechanic seems to have been added: Kirby can now cancel 'on-hit'. This cancel is not limited to hitting an opponent, you can cancel with any 'collision' occurs with Kirby's Stone hitbox, as well as when Kirby hits the ground. There is still a minimal amount of time Kirby must remain in Stone form before he can cancel.

-- Neutral-Special
Damage: [0%]
" Copy: [10%]
" Star-Shot: [6%]​
See "Copy Abilities & Hats" for more details.

Star Shot Damage Chart

19%: :4bowser:
Bowser

18% :4dk:
Donkey Kong, King Dedede

17% :4charizard: :4ganondorf:
Charizard, Ganondorf

16% :4falcon: :4myfriends: :4link: :4rob: :4samus: :4wario2: :4yoshi:
C. Falcon, Ike, Link, R.O.B., Samus, Wario, Yoshi

15% :4drmario: :4lucario: :4mario: :4megaman: :4miibrawl::4miigun::4miisword: :4shulk:
Dr. Mario, Lucario, Mario, Mega Man, Mii, Shulk

14% :4bowserjr: :4darkpit: :4diddy: :4duckhunt: :4greninja: :4luigi: :4ness: :4pit: :4pacman: :4palutena: :4robinm: :4sonic: :4tlink: :4villager: :4wiifit:
Bowser Jr., Dark Pit, Diddy Kong, Duck Hunt, Greninja, Luigi, Ness, Pit, Pac-Man, Paulutena, Robin, Sonic, Toon Link, Villager, Wii Fit Trainer

13% :4lucina: :4marth: :4peach: :4sheik: :4zelda:
Lucina, Marth, Peach, Sheik, Zelda

12% :4littlemac: :4metaknight: :4olimar: :4pikachu: :rosalina: :4zss:
Little Mac, Meta Knight, Olimar, Pikachu, Rosalina, Zero Suit Samus

11% :4kirby: :4gaw:
Kirby, Mr. Game & Watch

10% :4jigglypuff:
Jigglypuff


Side-Special
Damage: [19% ~ 35%]
" Aerial: [15% ~ 27%]​
Kirby's Hammer operates in a similar manner as King Dedede's Jet Hammer. It is an extremely slow attack with a lot of damage/knockback that charges as you hold the button and then strikes when you release the button. When the Hammer reaches maximum charge, Kirby will begin taking damage at 1% intervals until he reaches 100%.
The Aerial Hammer has two swings and can also be charged. The aerial swings are much weaker than the ground-based swing. The Hammer will counted as "Aerial" only while Kirby is in the air (i.e. if you charge the Hammer in the air and then land on the ground when you attack, the Hammer will have ground-based damage/knockback and not aerial-based damage/knockback).

Up-Special
Damage: [5%], [2%], [3%]
*second hit-box is a meteor smash​
The "Final Cutter" is primarily a vertical recovery option first and an attack second (it's use as a projectile is a distant third). The multiple hits of the Final Cutter now combo much more reliably, but it is now possible for the opponent to "Ukemi" (aka: "Tech") the 2nd hit when spiked into the ground (even when standing on the ground when spiked).
While the rising blade can be used to out-range incoming opponents, the start-up, damage output, and recovery lag is generally not worth it.
Note: Kirby cannot ledge-cancel the Final Cutter on the ledge when facing away from the ledge. (It also does not ledge-cancel at all when rising up with any facing).
[/collapse]
[collapse="Holds & Throws"]
_________________
Holds & Throws
----------------------------
Pummel
Damage: [1%], [2%], [1%]...

Down Throw
Damage: [0%], [0%], [1%], [0%], [1%], [0%], [0%], [1%], [0%], [1%], [2%]
A multi-hitting 'stomping' attack that send the opponent away and upward.

Back Throw
Damage: [8%]​
Sends the opponent behind Kirby. There is very little ending recovery-lag after using this attack allowing Kirby to combo into B-air on some opponents at low damage. This Throw can be used to score a KO at about 150% and above.

Forward Throw
Damage: [7%]​
Sends the opponent up and away.

Up Throw
Damage: [10%]​
Flies straight up and slams the opponent down with an explosion. This Throw is good for it's damage output as well as for landing on overhead platforms which may help KO at higher percents.
[/collapse]
[collapse="Miscellaneous"]
_______________
Miscellaneous
-------------------------
Ledge Attack
Damage: [7%]​

Get-up Attack
↑ Supine: [7%]
↓ Prone: [7%]​
[/collapse]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

IV. Hats (Copy Abilities)


[collapse="Copy Ability Chart"]
:4bowser: Bowser
Fire Breath (1%...)

:4bowserjr: Bowser Jr.
Canon Ball (6% ~ 15%), (4% ~ 12% weak hit)

:4falcon: C. Falcon
Falcon Punch (25%) (28%, turning)

:4charizard: Charizard
Flamethrower (2%, 2%, 1% ... )

:4darkpit: Dark Pit
Dark Arrow (3% ~ 10%)

:4diddy: Diddy Kong
Peanut Popgun (3% ~ 11%), (23% backfire)

:4dk: Donkey Kong
Giant Punch (10% ~ 28%)

:4drmario: Dr. Mario
Pills (5% near), (4% far)

:4duckhunt: Duck Hunt
Tin Can (8% - 11%)

:4falco: Falco
Blaster, Falco (3%)

:4fox: Fox
Blaster, Fox (1% far), (2% mid-range), (3% point-blank)

:4gaw: Game & Watch, Mr.
Chef (4% food), (9% pan)

:4ganondorf: Ganondorf
Warlock Punch (30%), (37% turning)

:4greninja: Greninja
Water Shuriken [3% ~ 12%]

:4myfriends: Ike
Eruption (10% ~35%)

:4jigglypuff: Jigglypuff
Rollout [7% ~ 14%]

:4dedede: King Dedede
Inhale (0%), (10% star shot)

:4kirby: Kirby
Varies based on the Hat Kirby is wearing, if any.

:4link: Link
Hero's Bow (4% ~ 12%)

:4littlemac: Little Mac
Straight Lunge (14% ~ 25%), (9% ~ 20% far)

:4lucario: Lucario
Aura Sphere (6% ~ 17%)

:4lucina: Lucina
Shield Breaker (8% ~ 21%)

:4luigi: Luigi
Fireball, Green (6%)

:4mario: Mario
Fireball, Red (5%), (4% far)
:4marth: Marth
Shield Breaker (9% ~ 24% tip), (8% ~ 22%)

:4megaman: Mega Man
Meta Blade (3%, 3%), (5%, 5% if picked up and thrown)

:4metaknight: Meta Knight
Mach Tornado (1, 1, 1, 1, 1, 1, 3)

:4miibrawl: Mii (Brawler)
Shot Put (15%), (11% weak)

:4miigun: Mii (Gunner)
Charge Blast: (3% ~ 22%)

:4miisword: Mii (Sword Fighter)
Gale Strike (4%, 3%), (weak: [2%, 2%]) <- has a gust

:4ness: Ness
PK Flash (9% ~ 37%)

:4pacman: Pac-Man
Bonus Fruit:
Cherry [4%]
Strawberry [6%]
Peach [8%]
Apple [9%]
Melon [12%]
Spaceship [11%]
Key [15%]

:4palutena: Palutena
Auto Reticle (2%, 3%, 3%)

:4peach: Peach
Toad (2%, 2%, 2%, 2%, 2%, 2%, 2%)

:4pikachu: Pikachu
Thunder Jolt: 4% (ball), 6% (arc)

:4olimar: Pikmin & Olimar/Alph
Pikmin Toss:
7% (red)
6% (yellow)
6% (blue)
5% (white)
9% (fat)

:4pit: Pit
Palutena's Bow (3% ~ 8%)

:4rob: R.O.B.
Robo Beam (4% ~ 10%), (7% at the base)

:4robinm: Robin
Thunder: [2%, 3%, 2%], [3% ~ 10%] (20 weak uses, 3 Thoron)

:rosalina: Rosalina
Luma Shot (5% ~ 16%)

:4samus: Samus
Charge Shot (3% ~ 25%)

:4zss: Samus, Zero Suit
Paralyzer (4% ~ 6%)

:4sheik: Sheik
Needle Storm: 1% ~11% (1% per needle)

:4shulk: Shulk
Monado Arts: 0%*

:4sonic: Sonic
Homing Attack (12%)

:4tlink: Toon Link
Hero's Bow (4% ~ 12%)

:4villager: Villager
Pocket (0%)

:4wiifit: Wii Fit Trainer
Sun Salutation (5% ~ 18%)**

:4yoshi: Yoshi
Egg Lay (7%)

:4zelda: Zelda
Nayru's Love (2%, 2%, 2%, 5%)

* Stat changes according to Monado Arts
** Heals 1%
[/collapse]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

V. Leads, Follow-Ups & Combos



Note, this is a preliminary list. These combos may or may not be 'easy' to duplicate, but they are possible (they registered as a "Combo" in Training Mode).

Right now only the "0% combos" are listed (the opponent is at 0% damage when starting the combo). This is currently Mario-only as he works well as a character with 'average' stats; character specific combos will be added later.

To read the list:
Find the starting hit (the "Lead" hit) and follow the arrow to the next attack. If there is more than one arrow, then you have a choice as to which listed attack you want to combo into.
[collapse="Combo List"]
D-tilt (Trip)
→ Grab
→ F-air
→ F-smash
→ Dash Attack​

U-tilt
→ Jab
→ U-tilt
→ F-tilt
→ U-air
→ N-air
→ F-air
→ B-air
→ Grab
→ Inhale​

N-air
→ Jab
→ F-tilt
→ D-tilt
→ Grab​

F-air1
→ Jab
→ Grab
F-air3
→ Jab
→ F-tilt
→ D-tilt
→ Grab
D-air
→ Jab
→ F-tilt
→ D-tilt
→ U-tilt
→ Grab
B-air
→ F-tilt​

U-air
→ Jab
→ F-tilt
→ D-tilt
→ U-tilt
→ Grab​

B-throw
→ B-air*​
*see chart below for specific characters

[collapse="Characters that can be B-throw Combo'd"]
Bowser: 0-10
Bowser Jr.: 0-12, 16
Charizard: 0-27
Dedede: 0-26
Diddy Kong: 0-18
Donkey Kong: 0-1, 2-12
Duckhunt: 0 - 8
Kirby: 0-3, 4-9
Ganondorf: 0-3
G&W: 0-9
Link: 0-3
Little Mac: 0-5, 6
Jigglypuff: 0-10
Lucina: 0 - 7
Marth: 0-8
Meta Knight: 0, 1-3*
Mii: varies (possibly up to 18%)
Ness: 0-24
Pac-Man: 0 -11
Robin: 0-5
Rosalina: 1
Sonic: 0-3, 4-6*
Toon Link: 0-4
Villager: 0 - 21
Wario: 0-10
Peach: 0-6
Yoshi: 0-11, 12
[/collapse]
[/collapse]

[/collapse]

[collapse=2nd Ed. archive]
Kirby's Epic Guide for 3DS & Wii U (version 2.1)


- - - - - - - - - -

[collapse=Chapter 1: Introduction]
I. Introduction
About this Guide
Hello, and welcome to version 2.0 of Kirby's Epic Guide!

This version will attempt to be as inclusive as possible in regards to up-to-date data. To go along with the data the entire guide has also been given a visual upgrade. I'm a competent designer with artistic talents, so I felt obligated to decorate the guide a little.

While the artwork itself is straight from Kirby games, the artistic creations found within this guide are entirely mine own. Taking cue from the title of the guide itself, I chose to continue with the "Yarn & Storybook" style of Kirby's Epic Yarn.

About the Author
I'm t1mmy, Kirby player extraordinaire. As of this writing I've been a competitive Smasher for over 10 years, and a fan of the Kirby games for even longer. During this time I've traveled across the United States and had the honor to play with many other Smashers, great and small, as well as competed in many tournaments... so many I've lost count at this point.

Over the years I've learned a good many things from my experience within the Smash Bros. community and with it I always enjoy giving back to others. It is with my most sincere pleasure that I write my third guide with aspirations to give others the best possible source of information regarding Kirby as I can.


About Kirby
Kirby is the protagonist in Nintendo's self-titled Kirby video game series. He is small, cute, innocent, perhaps a little too naive... and voraciously hungry. What's not to love about Kirby?

In the fourth installation of Super Smash Bros. (colloquially referred to as "Smash 4" or just "SSB4"), Kirby is a fairly under-represented character and as such is generally thought of as lower-tier [1]. In the past, Kirby has ranged from a strong threat (SSB) to exceptionally weak (Melee) and then mediocre (Brawl). The differences among 'strong' and 'weak' characters in SSB4 is not as severe as with the past games, so regardless of Kirby's relative strength he's still a fun and viable character.

Characters in SSB4 generally fall into some sort of vague category; they have specific strengths, weaknesses, and even styles of fighting. The following traits can give a good idea of what kind of fighter Kirby is in SSB4.

Style:
"Brawler" (Close-Quarters)

Strengths:
Exceptional combos
Multiple mid-air jumps
Short height
Extremely short Crouch
Powerful KO options
One of the best Pummels

Weaknesses:
Light Weight
Short-ranged attacks
Relatively slow ground speed
Relatively slow air mobility
Generally poor Special Attack options
Generally easy to punish

Fighter Summary:
Due to his slow movement, Kirby can have trouble with spacing opponents who have a range or speed advantage against him. His short-ranged attacks combined with his speed translates to poor approach options and results in an inability to keep his opponents under threat of attack. The good news is that Kirby can get a good deal of damage in, once he gets into striking range.

Kirby's strength when going toe-to-toe is his ability to get his opponents into the air, which puts Kirby into a strong position to punish. He can also knock opponents away, off-stage, where Kirby is very effective at gimping or outright KOing. In this regard, Kirby's main strategy is to vie for 'stage-control'.

Defensively, Kirby's small size is a boon since his short height can make it more difficult for the opponent to hit him, especially from the air or from farther away with ranged attacks. When ducking, Kirby is even more difficult to hit. Even attacks that would normally solidly land on a standing Kirby can completely miss Kirby when he Crouches. While Dodging can be punishable, it's not an especially bad idea for Kirby since Dodging combined with his small size can make him even harder to hit. Additionally, due to his slower speed, it can be used as a faster movement option.

Off-stage, Kirby's multiple air-jumps give him more options. These can be used offensively to chase down launched opponents, guard the stage, and to perform multiple Aerial Attacks before returning back to the stage. Defensively Kirby can use multiple Jumps to evade incoming attacks, provide multiple jumping Air Dodges, or be used to hover above an opponent to bait out an attack.

Kirby's Rankings & Statistics

Weight: 77 (52 out of 55)
Walking Speed: 36 (out of 48)
Running Speed: 30-33rd (out of 48)
Horizontal Speed: 7.0 (49th out of 52)
Fall Speed: 4.8 (47th out of 50)
Fast-Fall Speed: 2.8 (43rd out of 50, tied with four others)
Crawl: No
Wall-Jump: No
Wall-Cling: No
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[collapse=Chapter 2: Move Set Data]
II. Move Set Data
Damage is written in percentages ("%").
Each hitbox is indicated with brackets "[" and "]".
An ellipse ("...") indicates the attack may go on indefinitely.
A tilde ("~") represents a "chargeable" attack that generally gets stronger the longer it is charged.
Numbers separated by a hyphen indicate a range. (e.g. "4 - 6").

_______________________

Standard Attacks
-----------------------------------------
[Collapse="Standard Attacks"]

Basic Attack (1)
Damage: 2%
Hits on: 3
Knockback: 8 base, 30 growth
Trajectory: 55
IASA: 7, into Basic Attack (2)


Basic Attack (2)
Damage: 3%
Hits on: 3-4
Knockback: 8 base, 30 growth
Trajectory: 70
ISASA: 9, into Basic Attack (3)


Basic Attack (3) "Vulcan Jab"
Damage: 1%...


Basic Attack (4)
Damage: 2%
Hits on: 5-6
Knockback: 80 base, 120 growth
Deadly Blow: 312%
Trajectory: 45
The "one-two" punch is a quick, close ranged attack best used to out-speed the opponent. The opponent will not be stunned very long (i.e. you will have a frame disadvantage after HitStun), it is is most reliable to simply move onto the Vulcan Jab combo with a standard finish.

Dash Attack
Damage: 1% (x5)
Hits on: ?
Knockback: ?
Final Hit
Damage: 4%
Hits on: 35 - 37
Knockback: 100 base, 70 growth
Deadly Blow: 352%
Trajectory: 62
Hit-Lag: 2.0​
The amount of start-up of this attack prevents it from being used as a quick option out of a Dash, this attack however is not without other merits. It is a multi-hitting attack with a lot of Active Frames which allow you to catch opponents out of Dodges (especially backward Rolls). Kirby's Dash Attack also has a small cool-down which makes it a little safer on a whiff. The distance and angle the opponent is sent does not allow for combos, but still puts you in an advantageous position, especially if the opponent is sent off-stage.
[/collapse]
_________________

Strong Attacks
-----------------------------
[collapse="Strong Attacks"]

Strong, Down (D-Tilt)
Damage: 6%*
Hits on: 4 - 6
Knockback: 30 base, 30 growth
Trajectory: 361
Deadly Blow: 883%
D-tilt is an excellent "poke" attack, not only because of its quick start-up and decent reach, but also because Kirby squishes down making himself more difficult to hit. D-tilt's damage output and Knockback are not a lot, but it has a useful chance of causing the opponent to Trip. Follow-up a Trip with F-tilt, Grab, a Tech Chase, or go for the KO with a lucky Smash Attack.
*May trip. Trip Rate: 0.3 at the toes, or 0.35 at the base of the foot.

Strong, Forward (F-Tilt)
Damage: 8%
Hits on: 5 - 8
Knockback: 12 base, 100 growth
Trajectory: 361
Deadly Blow: 230%
Sour-spot
Damage: [7%] (at the toes)
Deadly Blow: 257%​
The utility of Kirby's F-tilt is limited, yet useful: A quick kick that sends the opponent away. Use this attack for quick punishes and to get the opponent off-stage for a more strategic positioning.

This attack may be angled up (Up-Angled F-Tilt) or down (Down-Angled F-Tilt).

Strong, Up (U-Tilt)
Damage: 5%
Hits on: 4 - 5
Knockback: 40 base, 116 growth
Trajectory: 100
Deadly Blow: 264%
(pictured left)
Sour-spot
Damage: 4% (toward the ending of the attack)
Hits on: 6 - 9
Knockback: 40 base, 110 growth
Trajectory: 88
Deadly Blow: 324%
(pictured right)​
This upward striking kick hits primarily behind Kirby, but it has a secondary "sour spot" that can strike in front of Kirby as well. Use the launching power of this attack at low-percents to start an overhead combo (a juggle). At higher percents, the U-tilt loses its combo potential but is still useful as a safe attack to throw out against an opponent who might be baiting a more risky attack. The "sour spot" of this attack can help extend the combo set-up to higher percents as it does significantly less Knockback than the primary Hitbox yet still launches the opponent for a juggle.
[/collapse]
__________________

Smash Attacks
------------------------------
[collapse="Smash Attacks"]

Down-Smash
Damage: 14%
Hits on: 10 - 14
Knockback: 25 base, 102 growth
Trajectory: 76
Deadly Blow: 135%
Sour-spot
Damage: 10%
Hits on: 15 - 22
Deadly Blow: 135%​
Of the three Smash Attacks, this is overall the weakest of them. The usefulness of this move is that it hits on both sides of Kirby as he spins. It is also Kirby's fastest Smash Attack in terms of start-up which might give you a stronger punish option than either F-smash or U-smash.

Forward-Smash
Damage: 15%
Hits on: 13 - 15
Knockback: 30 base, 99 growth
Deadly Blow: 111%
Trajectory: 361
Sour-spot
Damage: 11%
Hits on: 16 - 19
Knockback: 90 base, 66 growth
Deadly Blow: 189%
Trajectory: 60​

F-Smash (angled up)
Damage: 16%
Deadly Blow: 103%
Sour-spot
Damage: 13%
Deadly Blow: 161
Forward-Smash (angled down)
Damage: 14%
Deadly Blow: 120%
Sour-spot
Damage: 10%
Deadly Blow: 207%​
A powerful horizontal kick that is best reserved for a defenseless opponent who has left themselves wide open. The reason this attack is best kept in check is because of how easy it is to be punished on a whiff. A secondary use of this attack is to use its pure power to plough through a weaker attack; this takes knowledge of 'priority' to use effectively. This Smash Attack may be angled up or down.

F-smash charge begins on frame 12.

Up-Smash
Damage: 15%
Hits on: 14
Knockback: 34 base, 96 growth
Deadly Blow: 126%
Trajectory: 75
Flag: Slash
Sour-spot
Damage: 14% (at the toes)
Hits on: 14
Deadly Blow: 140%
Flag: Slash​

U-Smash (hitting behind)
Damage: 14%
Hits on: 15 - 16
Knockback: 20 base, 96 growth
Deadly Blow: 145%
Trajectory: 88
Sour-spot
Damage: 12% (at the toes)
Deadly Blow: 170%​

U-Smash (hitting behind/down)
Damage: 12%
Hits on: 17 - 19
Knockback: 10 base, 50 growth
Deadly Blow: 365%
Trajectory: 50
Sour-spot
Damage: 11% (at the toes)
Deadly Blow: 395%​
A powerful vertical kick. As with Kirby's other powerhouse attacks, it's best used against an opponent who's defenses are left wide-open. Use this attack to get a "Star KO", which works best on characters who are KO'd more easily off the top boundaries. This attack is strongest in front of Kirby and close to the base of his feet.
[/collapse]
________________

Aerial Attacks
---------------------------
[collapse=Aerial Attacks]

Back-Air
Damage: 13%
Hits on: 6 - 7
Knockback: 20 base, 102 growth
Deadly Blow: 135%
Trajectory: 361
Aerial Attack Lag: 17
Sour-spot
Hits on: 8 - 14
Damage: 8%
Deadly Blow: 223%​
Auto-Cancel: 1-4, 19~
Though this attack is technically a "drop-kick" style attack, Kirby's aerial-based fighting style allows his B-air to be used either while rising or falling. Since the B-air finishes somewhat quickly, Kirby can Fast-Fall and incur only normal Landing Lag (Auto-Cancel) or he can jump before touching the ground, ready for more aerial action.

Down-Air
Damage: [1%] x5
Hits on: 18 - 19
Knockback: 20 base, 107 growth
Deadly Blow: 704%
Trajectory: 366
Hit Lag: 1.5
SDI Modifier: 1.2
Aerial Attack Lag: 17
Meteor Smash
Damage: 2%
Hits on: 34
Knockback: 20 base, 110 growth
Deadly Blow: 707%
Trajectory: 270
Landing Hit
Damage: 2%
Hits on: 1 - 3
Deadly Blow: ?
Trajectory: 60​
Auto-Cancel: 1-3*, 39~
The classic Kirby Attack is back and better than it was in Brawl. This "Drill Kick" style attack can be used effectively on a grounded or airborne opponent. When used on a grounded opponent the 'landing hit' will keep the opponent just within range for a quick attack such as a Grab or Tilt - if you're feeling bold, you can go for riskier follow-ups like F-smash.

When used on an airborne opponent, the final hitbox will send the opponent downward with a Meteor Smash. If you Fast-Fall with this Meteor Smash you might be able to combo into a Foolstool sending the opponent tumbling helplessly downward!

This this attack has many benefits on-hit, the risk:reward is balanced out by its noticeably long start-up. Because of this start-up, play Kirby's D-air to its advantages and you'll find it an excellent part of his game!

* The D-air Auto-Cancel when used on frames 1-3 is known as a "Hup-Cancel". This is because Kirby will land on the ground without incurring the D-air Landing Lag and he will say "Hup!" at the same time. Cute!

Forward-Air (1)
Damage: 4%
Hits on: 10 -11
Knockback: 35 base, 50 growth
Deadly Blow: 717%
Trajectory: 45
Aerial Attack Lag: 13
"Secret Hit-Box"
Deadly Blow: 753%
Trajectory: 80​

Forward-Air (2)
Damage: 3%
Hits on: 17 - 18
Knockback: 28 base, 30 growth
Deadly Blow: ?
Trajectory: 366

Forward-Air (3)
Damage: 5%
Hits on: 25 - 26
Knockback: 30 base, 145 growth
Deadly Blow: 196%
Trajectory: 361

Auto-Cancel: 1-4, 42~
A triple-hitting aerial spin-kick, primarily used to knock opponents horizontal, but also useful when spaced against possible Sidesteps or Shields. The Aerial Attack Lag is minimal, so Fast-Fall this attack if used out of a Short Hop. You can cancel out any number of kicks when you land. If you hit with only the 2nd kick and cancel the F-air into the ground while the opponent is off-stage this will result in pseudo-Meteor Smash. F-air is also useful off-stage when intercepting an opponent's return.
There is a 'secret hitbox' on the first kick of F-air, right at the tip of Kirby's foot which sends the opponent at a vertical ascent. Great for juggles or set-ups.

-- Neutral-Air
Damage: 10%
Hits on: 10 - 11
Knockback: 30 base, 90 growth
Deadly Blow: 198%
Trajectory: 46
Aerial Attack Lag: 10 frames
Sour-spot A
Damage: 8%
Hits on: 12 - 15
Deadly Blow: 242%
Sour-spot B
Damage: 6%
Hits on: 16 - 20
Deadly Blow: 306%
Sour-spot C
Damage: 4%
Hits on: 21 - 34
Deadly Blow: 412%​
Auto-Cancel: 1-3, 32-34
The "Spinning Star" Aerial Attack is an intricate move with malleable uses dependent on timing, distance, and situation. The initial hitbox (frame 10) is used at very low percents (0% ~ 10%) as a lead and at higher percents as a general 'knock-away attack'. The weakest hitbox can also be used at higher percents (60% ~ 100%) as a lead in the same way as the initial hitbox.

I call the N-air 'malleable' because you must form it to the situation you plan to use it; which angle, at what height, if/when to Fast-Fall, etc. However it is used, one benefit of this attack is the relatively quick Aerial Attack Lag which gives reason to Fast-Fall this attack and get back to the ground as soon as possible.

Up-Air
Damage: 9%
Hits on: 10 - 15
Knockback: 20 base, 100 growth
Deadly Blow: 224%
Trajectory: 70
Aerial Attack Lag: 12 frames
Auto-Cancel: 1, 24~
This somersaulting kick is both very useful and very awkward. It is very useful because of its launch trajectory, its low amount of Aerial Attack Lag, and its easy Auto-Cancel. What makes this attack awkward is its slightly lengthy start-up combined with its rather close-range hitbox as well as it's reverse-striking hitbox.

Put this all together and you'll see that the best theoretical way of getting a Auto-Canceled lead is to leap backward and drop a reverse kick on top of the opponent's head ... talk about fighting flair! A more practical use for this attack is to use the front-hitting kick while facing toward the opponent and then Fast-Fall the U-air to take advantage of the low landing lag. This will launch the opponent for some nice juggle combos in a much more practical manner.
[/collapse]
________________

Special Attacks
---------------------------
[collapse="Special Attacks"]

Down-Special
Damage, Aerial: 18%
Hits on: ?
Knockback: 65 base, 70 growth
Deadly Blow: 119%
Trajectory: 70
Stone, Ground
Damage: 14*
Hits on: ?
Knockback: 40 base, 40 growth
Deadly Blow: 271%
Trajectory: 0​
Kirby's Stone is much the same as it has been in all previous Smash games: a slow start-up transformation before Kirby plummets downward. This time around, a new mechanic seems to have been added: Kirby can now cancel 'on-hit'. This cancel is not limited to hitting an opponent, you can cancel with any 'collision' occurs with Kirby's Stone hitbox, as well as when Kirby hits the ground. There is still a minimal amount of time Kirby must remain in Stone form before he can cancel.

While Kirby is in Stone form he benefits from a kind of "Ablative"† Super Armor. As usual with Super Armor he will not suffer Knockback from attacks hitting him, but unlike normal Super Armor he will also not take damage. There is a downside to Kirby's Stone Armor and that is it can be 'broken' with 40% of damage or more - this damage is "Ablative" in that it doesn't require a single hit to be broken, consecutive hits will add up. If and when the Stone is broken, Kirby will suffer half the damage and Knockback of the attack that broke him out of Stone form.

*Will only hit an opponent who is on the ground.
† Ablation: (Geological Science) the wearing away of a rock or glacier.[6]
-- Neutral-Special

Damage: 0%
Copy: 10%
Star-Shot: 6%​
Hits on: 18...
See "Copy Abilities & Hats" for more details.

Side-Special
Used on Ground
Damage: 19% ~ 35%
Hits on: ?
Knockback: 60? base, 70? growth
Deadly Blow: 117%? ~ 30%?
Trajectory: 53?
Hit-Lag: 1.2?
Flag: Fire (when charged)
Used in Air
Damage: 15% ~ 27%
Hits on: ?
Knockback: 60? base, 70? growth
Deadly Blow: 157%? ~ 61%?
Trajectory: 55?
Flag: Fire (when charged)​

Kirby's Hammer operates in a similar manner as King Dedede's Jet Hammer. It is an extremely slow attack with a lot of damage/knockback that charges as you hold the button and then strikes when you release the button. When the Hammer reaches maximum charge, Kirby will begin taking damage at 1% intervals until he reaches 100%.

The Aerial Hammer has two swings and can also be charged. The aerial swings are much weaker than the ground-based swing. The Hammer will counted as "Aerial" only while Kirby is in the air (i.e. if you charge the Hammer in the air and then land on the ground when you attack, the Hammer will have ground-based damage/knockback and not aerial-based damage/knockback).

Note: Kirby gains Super Armor when swinging his full-charged Hammer. This starts on frame 5 of the swing and ends on frame 14 (8 frames of Super Armor total).

Up-Special
Damage: 5%
Hits on: ?
Knockback: 100 f, 117 weighted
Trajectory: 85
SDI multiplier: 1.3
Flag: Slash

Downward Strike
Damage: 2%
Hits on: ?
Knockback: 100 f, 100 weighted
Trajectory: 275
SDI multiplier: 1.3
Flag: Slash
Sour Spot (Downward Strike)​
Damage: 2%
Hits on: ?
Knockback: 30 base, 180 growth
Deadly Blow: 285%
Trajectory: 361
Flag: Slash

Cutter Blade
Damage: 5%
Knockback: 70? base, 100? growth
Deadly Blow: 216%?
Trajectory: 361?
The "Final Cutter" is primarily a vertical recovery option first and an attack second (it's use as a projectile is a distant third). The multiple hits of the Final Cutter now combo much more reliably, but it is now possible for the opponent to "Tech" the 2nd hit when spiked into the ground (even when standing on the ground when spiked).

While the rising blade can be used to out-range incoming opponents, the start-up, damage output, and recovery lag is generally not worth it.

Note: Kirby cannot ledge-cancel the Final Cutter on the ledge when facing away from the ledge. (It also does not ledge-cancel at all when rising up with any facing).
[/collapse]
_________________

Holds & Throws
----------------------------
[collapse="Holds & Throws"]

Grab (Neutral)
Damage: Grab
Hits on: 6 - 7
IASA: 8
Kirby's standard Grab attack. After Grabbing, input Attack to perform a Pummel or input a direction (Up/Down/Left/Right) to initiate a Throw!
Dash Grab
Damage: Grab
Hits on: 8 - 9
IASA: 10
This is Kirby's Grab out of a Dash or Run action. It is slower to start than a regular Grab and has more recovery when missed.
Pivot Grab
Damage: Grab
Hits on: 10 -11
IASA: 12
Pivot Grabs generally have a much longer grab-range.
Pummel
Damage: 1.55%
Hits on: 9
Knockback: 100f, 100 weighted
Trajectory: 361
IASA: 10
Kirby's 'Pummel' is to smack his opponent very quickly with his free fist..

Down Throw
Multi-Hits
Damage: 0.4% x 9
Hits on: 9 - 10
Knockback: 100f, 10 weighted
Trajectory: 270
Penultimate Hit
Damage: 2%
Hits on: 1 - 8
Knockback: 60 base, 180 growth
Deadly Blow: 286%
Trajectory: 63
Final Hit
Damage: 1%
Hits on: 56 - 57
Knockback: 10 base, 100 growth
Deadly Blow: 859%
Trajectory: 90​
Total Damage: 6.6%
A multi-hitting 'stomping' attack that send the opponent away and upward.

Back Throw
Damage: 8%
Hits on: 1 - 2
Knockback: 30 base, 120 growth
Deadly Blow: 187%
Trajectory: 130
IASA: 13
Sends the opponent behind Kirby. There is very little ending recovery-lag after using this attack allowing Kirby to combo into B-air on some opponents at low damage. This Throw can be used to score a KO at about 150% and above.

Forward Throw
Damage: 7%
Hits on: 1 - 2
Knockback: 40 base, 100 growth
Deadly Blow: 265%
Trajectory: 59
IASA: 9
Sends the opponent up and away.

Up Throw
Damage: 10%
Hits on: 1 - 2
Knockback: 75 base, 63 growth
Deadly Blow: 216%
Trajectory: 78
IASA: 6
Flies straight up and slams the opponent down with an explosion. This Throw is good for it's damage output as well as for landing on overhead platforms which may help KO at higher percents.
[/collapse]
_______________

Miscellaneous
-------------------------
[collapse="Miscellaneous"]

Ledge Attack
Damage: [7%]

Get-up Attack
↑ Supine: [7%]
↓ Prone: [7%]
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[collapse=Chapter 3: Inhale & Copy Abilities]
III. Inhale & Copy Abilities

Star Shot Damage Chart



[collapse="Copy Abilities & Data"]
Bowser
Fire Breath (1%...)

Bowser Jr.
Canon Ball (6% ~ 15%), (4% ~ 12% weak hit)

C. Falcon
Falcon Punch (25%) (28%, turning)

Charizard
Flamethrower (2%, 2%, 1% ... )

Dark Pit
Dark Arrow (3% ~ 10%)

Diddy Kong
Peanut Popgun (3% ~ 11%), (23% backfire)

Donkey Kong
Giant Punch (10% ~ 28%)

Dr. Mario
Pills (5% near), (4% far)

Duck Hunt
Sharpshooter (8% - 11%)

Falco
Blaster, Falco (3%)

Fox
Blaster, Fox (1% far), (2% mid-range), (3% point-blank)

Game & Watch, Mr.
Chef (4% food), (9% pan)

Ganondorf
Warlock Punch (30%), (37% turning)

Greninja
Water Shuriken [3% ~ 12%]

Ike
Eruption (10% ~35%)

Jigglypuff
Rollout [7% ~ 14%]

King Dedede
Inhale (0%), (10% star shot)

:4kirby: Kirby
Varies based on the Hat Kirby is wearing, if any.

Link
Hero's Bow (4% ~ 12%)

Little Mac
Straight Lunge (14% ~ 25%), (9% ~ 20% far)

Lucario
Aura Sphere (6% ~ 17%)

Lucina
Shield Breaker (8% ~ 21%)

Luigi
Fireball, Green (6%)

Mario
Fireball, Red (5%), (4% far)

Marth
Shield Breaker (9% ~ 24% tip), (8% ~ 22%)

Mega Man
Meta Blade (3%, 3%), (5%, 5% if picked up and thrown)

Meta Knight
Mach Tornado (1, 1, 1, 1, 1, 1, 3)

:4miibrawl: Mii (Brawler)
Shot Put (15%), (11% weak)

:4miigun: Mii (Gunner)
Charge Blast: (3% ~ 22%)

:4miisword: Mii (Sword Fighter)
Gale Strike (4%, 3%), (weak: [2%, 2%]) <- has a gust

Ness
PK Flash (9% ~ 37%)

Pac-Man
Bonus Fruit:
Cherry [4%]
Strawberry [6%]
Peach [8%]
Apple [9%]
Melon [12%]
Spaceship [11%]
Key [15%]

Palutena
Auto Reticle (2%, 3%, 3%)

Peach
Toad (2%, 2%, 2%, 2%, 2%, 2%, 2%)

Pikachu
Thunder Jolt: 4% (ball), 6% (arc)

Pikmin & Olimar/Alph
Pikmin Toss:
7% (red)
6% (yellow)
6% (blue)
5% (white)
9% (fat)

Pit
Palutena's Bow (3% ~ 8%)

R.O.B.
Robo Beam (4% ~ 10%), (7% at the base)

Robin
Thunder: [2%, 3%, 2%], [3% ~ 10%] (20 weak uses, 3 Thoron)

Rosalina
Luma Shot (5% ~ 16%)

Samus
Charge Shot (3% ~ 25%)

Samus, Zero Suit
Paralyzer (4% ~ 6%)

Sheik
Needle Storm: 1% ~11% (1% per needle)

Shulk
Monado Arts: 0%*

Sonic
Homing Attack (12%)

Toon Link
Hero's Bow (4% ~ 12%)

Villager
Pocket (0%)

Wario
Bite (grab)

Wii Fit Trainer
Sun Salutation (5% ~ 18%)**

Yoshi
Egg Lay (7%)

Zelda
Nayru's Love (2%, 2%, 2%, 5%)

* Stat changes according to Monado Arts
** Heals 1%
[/collapse]

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[collapse="Chapter 4: Tactics & Strategies"]
IV. Tactics & Strategies

Leads, Follow-ups, & Combos
Note, this is a preliminary list. These combos may or may not be 'easy' to duplicate, but they are possible (they registered as a "Combo" in Training Mode).

Right now only the "0% combos" are listed (the opponent is at 0% damage when starting the combo). This is currently Mario-only as he works well as a character with 'average' stats; character specific combos will be added later.

To read the list:
Find the starting hit (the "Lead" hit) and follow the arrow to the next attack. If there is more than one arrow, then you have a choice as to which listed attack you want to combo into.
[collapse="Combo List"]
D-tilt (Trip)
→ Grab
→ F-air
→ F-smash
→ Dash Attack​

U-tilt
→ Jab
→ U-tilt
→ F-tilt
→ U-air
→ N-air
→ F-air
→ B-air
→ Grab
→ Inhale​

N-air
→ Jab
→ F-tilt
→ D-tilt
→ Grab​

F-air1
→ Jab
→ Grab
F-air3
→ Jab
→ F-tilt
→ D-tilt
→ Grab
D-air
→ Jab
→ F-tilt
→ D-tilt
→ U-tilt
→ Grab
B-air
→ F-tilt​

U-air
→ Jab
→ F-tilt
→ D-tilt
→ U-tilt
→ Grab​

B-throw
→ B-air*
→ U-air*​
*see chart below for specific characters
[collapse="B-throw combo list"]
:4bowser: Bowser: 0-10
:4bowserjr: Bowser Jr.: 0-12, 16
:4charizard: Charizard: 0-27
:4dedede: Dedede: 0-26
:4diddy: Diddy Kong: 0-18
:4dk: Donkey Kong: 0-1, 2-12
:4duckhunt: Duckhunt: 0-8
:4kirby: Kirby: 0-3, 4-9
:4ganondorf: Ganondorf: 0-3
:4gaw: G&W: 0-9
:4link: Link: 0-3
:4littlemac: Little Mac: 0-5, 6
:4jigglypuff: Jigglypuff: 0-10
:4lucina: Lucina: 0-7
:4marth: Marth: 0-8
:4metaknight: Meta Knight: 0, 1-3*
:4mii: Mii: varies (possibly up to 18%)
:4ness: Ness: 0-24
:4pacman: Pac-Man: 0-11
:4peach: Peach: 0-6
:4robinm: Robin: 0-5
:rosalina: Rosalina: 1
:4sonic: Sonic: 0-3, 4-6*
:4tlink: Toon Link: 0-4
:4villager: Villager: 0-21
:4wario: Wario: 0-10
:4yoshi: Yoshi: 0-11, 12
[/collapse]

[collapse="U-air combo list"]
True Combos:
:4charizard: Charizard: 3-6%
:4dk: Donkey Kong: 5-20%
:4duckhunt: Duck Hunt: 1-4%
:4jigglypuff: Jigglypuff: 1-2%
:4dedede: King Dedede: 2-28%
:4kirby: Kirby: 0-9%
:4littlemac: Little Mac: 4-5%
:4lucina: Lucina: 3%, 5%
:4marth:Marth: 2-3%
:4metaknight:Meta Knight: 0-4%
:4ness: Ness: 2-8%
:4sonic: Sonic: 5%
:4tlink: Toon Link: 2-3%
:4villager: Villager: 2-7%
:4wario: Wario: 9%
:4yoshi: Yoshi: 6-12%

Plausible Follow-Ups:
:4bowser: Bowser: 0-2%
:4falcon: Captain Falcon: 0%
:4charizard: Charizard: 0-2%
:4ganondorf: Ganondorf: 0-2%
:4jigglypuff: Jigglypuff: 0%
:4dedede: King Dedede: 0-1%
:4ness: Ness: 0-1%
:4tlink: Toon Link: 0-1%
:4villager: Villager: 0-1%

* Thanks to MikeKirby for help with the B-throw to U-air combos.[/collapse]
[/collapse]
Game-play Tips & Tricks
To be added in a future update.
Match-ups
To be added in a future update. For now, check out the Kirby Match-UP Discussion thread.
Sheik
Diddy Kong

[/collapse]
- - - - - - - - - - - - - - - - - - - - - - -

[collapse=Chapter 5: Advanced Play]
V. Advanced Play
Advanced Techniques
Turbo Stone
[SSB4] Kirby's Epic Guide

Hup-Cancels
Air-Dodge -> Hup
U-throw -> Hup
B-throw or F-throw -> Hup

Cupid Hover
Using Kirby's "Silver Bow" Copy Ability (from Dark Pit), Kirby can 'hover' while he charges the arrow. See the above link for more details.

Getting hit out of a Copy
Some characters have a 'guarenteed hit' on Kirby if he chooses to use a Copy on them. See the above link for a list of those characters and which attacks they can use.
[/collapse]

Appendix
[collapse="Resources & Credits"]
Useful Links:
Kirby Q&A/FAQ/Directory
Kirby Video Thread

Kirby Moveset & General Information
Ducking Viability and Discussion
Kirby Tournament Data
List of Kirby Strategies & Techniques

Resources & Credits:
[1] "Latest Japanese tier list released", "Anther's tier list"

[2] "Smash 4 Weight Rankings"
http://smashboards.com/threads/smash-4-weight-rankings.367479/

[3] "Smash 4 Running & Walking Speeds"
http://smashboards.com/threads/smash-4-running-walking-speed-rankings.371564/

[4] "Pummel Damage Data"
http://smashboards.com/threads/pummel-damage-data.372509/

[5] "Smash 4 Aerial Speed List"
http://smashboards.com/threads/smash-4-aerial-speed-list-horizontal-fall-and-fastfall.382495/

[6] The Free Dictionary - "ablation"
http://www.thefreedictionary.com/ablation

[7] Complete Hitbox/Frame Data For Every Character

[8] SSBWiki (for pix of the Kirby Hats)
http://www.ssbwiki.com/Copy_Ability_(SSB4)


Last, but not least:
Masahiro Sakurai, and all the individuals of all the companies that put in so much work making this great game!
[/collapse]
 
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Asdioh

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http://smashboards.com/threads/kirby-the-amazing-guide.144039/ interesting to compare to the Brawl info (which, gasp, was also made by you!) Smashes seem to do the same damage, tilts do the same or less. Does Dtilt do less damage up close like in Brawl? Aerials seem about the same. In terms of KO power, is Upair closer to Melee's or Brawl's? Only thing I noted with specials (aside from the obvious hammer change) is that Copy does 10% and Starshot does 6%? That's opposite what it was in Brawl (I just tested to make sure)
Wait, Downthrow only does 4%? Doesn't it send them too far to combo?

Oh whatever. I'm so excited to play him on smash4 and I know he'll be better than Brawl :bee: good job as always t!mmy!
 

warpd

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Wonder if Kirby can also copy the alternative B-moves other characters have.
 

Aunt Jemima

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Wow, thank you for making this!

Going to be maining Kirby, so I'll be checking this thread out often.
 

kirby_queen

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I main Kirby so I'll back for sure. I'd see to really see how he changes from Brawl and what more we can find out abut his abilities.
 

t!MmY

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Does Dtilt do less damage up close like in Brawl?
... is Upair closer to Melee's or Brawl's?
... Copy does 10% and Starshot does 6%?
... Wait, Downthrow only does 4%?
These are great questions, let me answer them in order:

• D-tilt does a flat 6% damage and doesn't appear to have any variable hitboxes.
• U-air is definitely more like Brawl's than Melee's. It's probably easier to combo with, but is very unlikely to KO until very high %.
• Yes, Copy now does 10% and Star-Shot does 6%. I figure it's to give players more of a reason to Copy rather than just spit out the opponent.
• D-throw was misprinted. It should be a total of 6%. Technically it's a little more than that because if you do two D-throws it totals 13% damage, but uncovering fractional damage is beyond the scope of this guide.

Here are some interesting things that I've found out:

• It appears that during a "Swallowcide", Kirby may be KO'd before his opponent.
• If an opponent breaks free of a Swallow off-stage, both Kirby and his opponent will break free at the same time and be pushed back a set amount of distance while falling a little. This can result in both Kirby and his opponent being KO'd simultaneously.
• Kirby's U-throw was likely nerfed from the demos in that it doesn't seem to KO at the same power... and it may be weaker than Brawl's U-throw.
• There are no Stale Moves, at least not like in Brawl. This, combined with the increase in damage to Kirby's B-air, gives Kirby much more viable KO options at higher percents (~140%) or at moderately high percents off-stage (~110%).

Overall, Kirby is looking better than he was in Brawl. Relative to the rest of the cast, I can't say for sure but things are looking good for our pink puffball. Right now I would put him toward the top of the tier list - and I don't mean that like how people were touting it with 2008 Brawl Kirby. He's a solid character with decent combo capabilities and strong KO potential. His only faults lie in speed/mobility but even that isn't as bad as it was in Brawl especially considering the nerfs to camping/projectiles I've seen across the cast.
 
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Asdioh

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Sucks about upthrow, it was already a terrible KO move in brawl, even off the top platform in battlefield. DI seems less influential in this game (?) so maybe that helps alleviate the nerf in KO power?
Also it was confirmed that moves do stale, at least in % damage. If their knockback doesn't decrease though, that's cool.
 

Mario & Sonic Guy

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Do you happen to have any info on Kirby's Rosalina Cap, including an image? I could really use it for Rosalina's coverage.
 

Wasoodle

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Thanks for the info T!mmy! Glad to see you back. Looking forward to the finished product. Kirbs is looking as good as ever! :D

Do you happen to have any info on Kirby's Rosalina Cap, including an image? I could really use it for Rosalina's coverage.

He uses the luma shot just like Rosalina and has her silver crown and wand.
 

t!MmY

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Sucks about upthrow, it was already a terrible KO move in brawl, even off the top platform in battlefield. DI seems less influential in this game (?) so maybe that helps alleviate the nerf in KO power?
Also it was confirmed that moves do stale, at least in % damage. If their knockback doesn't decrease though, that's cool.
If % damage stales, but not knockback, then that would be akin to Melee staling (and/or SSB staling). I'll have to look into that more when I get the chance... whew there's a lot to research to be done.

About the U-throw nerf:
The Knockback may be diminished, but the good news is that F-throw and B-throw are buffed (as in: they actually throw forward and backward). I don't think I've seen this from Kirby since the original-original Japanese version of SSB (N64). Also, B-throw KO's at the edge of Final Destination around 140% (give or take). With the changes to U-throw and D-throw, I will be using Forward and Backward Throws for the most part now.

Also:
Advance Technique confirmed: Turbo Stone.
This is a confirmation of a return of the previous AT in Brawl where Kirby would initiate his Stone (ground) while running toward the edge and transferring the momentum into Stone (air) thus allowing for a quicker off-stage Stone edge-guard. I forget what other people called it, but I always called it Turbo Stone after the running-Stone in Kirby Super Star Deluxe. AND, it is easier to pull off in SSB4.
 

kirby_queen

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If % damage stales, but not knockback, then that would be akin to Melee staling (and/or SSB staling). I'll have to look into that more when I get the chance... whew there's a lot to research to be done.

About the U-throw nerf:
The Knockback may be diminished, but the good news is that F-throw and B-throw are buffed (as in: they actually throw forward and backward). I don't think I've seen this from Kirby since the original-original Japanese version of SSB (N64). Also, B-throw KO's at the edge of Final Destination around 140% (give or take). With the changes to U-throw and D-throw, I will be using Forward and Backward Throws for the most part now.

Also:
Advance Technique confirmed: Turbo Stone.
This is a confirmation of a return of the previous AT in Brawl where Kirby would initiate his Stone (ground) while running toward the edge and transferring the momentum into Stone (air) thus allowing for a quicker off-stage Stone edge-guard. I forget what other people called it, but I always called it Turbo Stone after the running-Stone in Kirby Super Star Deluxe. AND, it is easier to pull off in SSB4.
Do you know of a video example? I'm really interested in learning to fully master Kirby this time around. I've been maininng my pink puff since K64. Either way this is exciting!
 

Aunt Jemima

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Thank you for all this news!

It's really a shame that U-Throw was nerfed... how can Kirby get kills now?

Anyways, here's a few questions:

- Has the "Gonzo Combo" made a return? I'm sure it's not due to his throw changes, but I'd like to know.

- General information on his aerials, such as percentage, knockback, landing lag, kill move, etc?

- How good is Kirby's edge guard game? This is what can make or break Kirby, since edge guarding is obviously going to be huge.

- Copy Ability tier list? This would probably take a while, so the top three Copy Abilities would be nice. I'd just like a general assumption on this, as it'd take a while.

- How much does the Monado Buffs from Shulk affect Kirby?

- What do you think his kill moves are going to be, other than Hammer?

- How is Kirby's air speed? He's obviously not going to be fast, but is it at least good?

- KIRBY CUSTOM MOVESSSS! I know we already have details about what they are, but I'd really like your opinions on his customs!
 

2Mixer

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Thank you for all this news!

It's really a shame that U-Throw was nerfed... how can Kirby get kills now?

Anyways, here's a few questions:

- Has the "Gonzo Combo" made a return? I'm sure it's not due to his throw changes, but I'd like to know.
!
at least i can answer this correctly..
sadly, gonzo combo wont work anymore, cuz you have to wait 1 second before you can do another grab

I guess its time to find new combos
 

slimjim

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F-smash is still the best. Plus dair spikes and bair gimps. That's all the kill power we need honestly. I would know, I played Kirby for the entirety of brawl with YBM.
 

BlazerKirby14

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Thank you for all this news!
- Has the "Gonzo Combo" made a return? I'm sure it's not due to his throw changes, but I'd like to know.
Seeing how a few streamers went Kirby, it appears they can do:
FThrow->F-Air->Downtilt->F-Smash starting at 0%. I guess we can call this the new Gonzo Combo? Lol

Also, Kirby's Down Air is a good way to set a combo up. Down Air to Uptilt, Down Air to down tilt to F-smash. You can probably 100% footstool (Offstage) with his Down Air as well, but let's see what happens when it comes out.

As for Copy Abilities, multiple people are saying Monado Kirby is best one for obvious reasons lol.
 
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t!MmY

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Q: How can Kirby get kills now?
Kirby will likely get a good amount of KO's off-stage since his B-air is strong enough to KO during a Stage Guard. D-air spikes are more viable than in Brawl. Even F-air can be used on an off-stage opponent. Kirby is lacking safe on-stage options for KO's as many have guessed by mentioning F-smash (easy to punish if missed). His best bet outside risk/reward gambles would simply to build damage until he can get a sweet-spot B-air anywhere from 120% (light characters) to 150% (heavy characters). To help contrast his off-stage prowess: you can start going for a B-air KO off-stage anywhere from 90% onward depending on how far off you are and how light the character is. Even if the B-air doesn't KO, you can still gimp characters like Mario, Link, Little Mac, etc.

I'll be going into more detail about KO Options and Off-Stage play in my guide with the next update.

- Has the "Gonzo Combo" made a return? I'm sure it's not due to his throw changes, but I'd like to know.
I really don't know what that combo is since it seems to be about as inconsistent in form as Brawl's combo mechanics were in reliability. I know it had to do with the F-Throw, but I much rather prescribe to the "Standard Kirby Combo" which was: {F-throw -> U-air: 18%} on most characters at about 20% and below.

From my limited testing, Kirby's throws have little combo capabilities. Even Brawl's "Standard Kirby Combo" is unlikely to work, though I will refrain from making that a final statement until I have had a chance to try it on every last character. I'll just say that U-throw and D-throw seem to knock the opponent too far away to have much merit, but F-throw and B-throw have potential.

I will include all my findings in the Combo section in my guide when it is updated.

General information on his aerials, such as percentage, knockback, landing lag, kill move, etc?
Okay, I'll give a quick run-down for everyone:

N-air (Utility Attack)
- Sweet-spot has medium knockback. Best used at lower percentages (like 0%) to lead into a combo, or for "get-away-from-me" knockback. It can be used for KO power at high percentages, but you're probably better off using B-air.
- This attack has very little landing lag. It is best used right above the ground, or when fast-falling to the ground.

F-air (Utility Attack)
- The third kick has decent knockback which can be used at low percentages (like 0%) to land next to the opponent in a favorable position for follow-ups. Can be used for KOs, but better off-stage so as not to require as much damage for the KO.
- The Auto-Cancel is gone from Brawl (Fast-Fall this out of Short Hops). The Aerial Attack lag is light which allows for combo potential.

B-air (KO Attack)
- The Sweet-spot has good knockback. The Sour-spot has light knockback. Compared to Brawl it is very similar, but with a stronger Sweet-spot.
- The landing lag isn't bad, but you generally will not be using this for combos anyway. Use it for spacing or for it's KO power.

U-air (Combo Attack)
- Medium knockback. It's pretty much Brawl's U-air with utility for juggles at low percents and not much beyond that.
- The Aerial Attack Lag is light. It also Auto-Cancels from a Short-Hop Fast-Fall, just as in Brawl.

D-air (Combo Attack / Gimp Attack)
- The knockback on a grounded opponent is minimal. On an aerial opponent the final hit is a Meteor Smash (not strong, but not weak).
- Aerial Attack lag isn't bad allowing for really good combo potential on opponents at practically any percentage. The start-up is still pretty atrocious, but at least you get more reward for you risk in SSB4.

Q: How good is Kirby's edge guard game?
I'll have to wait to play some Versus Mode before I can fully assess this, but right now it looks decent, at least.

Copy Ability tier list? This would probably take a while, so the top three Copy Abilities would be nice.
I made sure to look at all the Copy Abilities, though not in full depth just yet. So, right now I might say the Top 3 could be:
0. (Falcon Punch)
1. Robin
2. Lucario
3. Pac-Man

I haven't tested out Shulk's enough to include it, but the above is based mostly on the fact that having quick, long-ranged attacks is very important for Kirby in a 1-vs-1 situation, especially if they can KO.

Q: How much does the Monado Buffs from Shulk affect Kirby?
It could be significant, but again: I have to do more testing with it.

More later.
 

slimjim

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Thanks for all the content as always T!mmy! You should play in more doubles tourneys with T0mmy!
I would say WFT's copy ability is more likely to be better than Robin's. Robin's copies the durability as well, meaning you'll lose it no matter what eventually. WFT's healing capabilities with her B-projectile combined with kirby's multiple jumps means you can jump off-stage, fully charge it, then recover safely. Used repeatedly, free healing as well as a good projectile. If the opponent comes off stage to pressure you, they're at risk of losing that stock to dair or a stage spike.

DHD, Little Mac, and Villager would also prove to have interesting copy abilities...
 

t!MmY

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Q: What do you think his kill moves are going to be, other than Hammer?
I went over this in the previous post. However, I will make a note here that Swallowcides could be more viable due to the quicker start-up of the inhale. It's counter-balanced by how Swallowcide KOs/SDs seem to have been changed.

Q: How is Kirby's air speed? He's obviously not going to be fast, but is it at least good?
It's not that good. I was originally very pleased to see his increase in speed, but upon comparison to all the other characters he will still not be "good" in this department. At the very least he doesn't feel "crippled" in the speed department anymore. I'm guessing that Meta Knight is intended to be the speedster, Dedede the slow powerhouse, and Kirby being the middleman.

Q: KIRBY CUSTOM MOVESSSS! I know we already have details about what they are, but I'd really like your opinions on his customs!
I haven't looked much into the Custom Moves. Mostly in part because they will not likely be used in competitive play, but also because they look more 'fun to play around with' than 'good to use'. Additionally, you have to unlock each one, so that automatically puts it low on my list of priorities. I'll give them a write-up in their own section at a later time.

Q: Seeing how a few streamers went Kirby, it appears they can do...
I would take all 'Day-01 Combos' with a grain of salt. Discuss by all means, but I don't tend to get carried away with stuff like that.

Q: Also, Kirby's Down Air is a good way to set a combo up. Down Air to Uptilt, Down Air to down tilt to F-smash. You can probably 100% footstool (Offstage) with his Down Air as well, but let's see what happens when it comes out.
D-air is looking to be one of Kirby's most effective leads. The drawback, as I mentioned earlier, is that it still had a good amount of start-up which makes it "High Risk/High Reward" both for combos and for off-stage gimps.

It *might* be possible to combo D-air into Footstool (the name Sakurai used for it in SSB4 escapes me now); however, the increased knockback of the Meteor Smash generally sends the opponent too far away for this opportunity. I much prefer the increased knockback over the Footstool (Brawl) combo as it is more reliable and feels more like Kirby has a real Meteor Smash again.

As for Copy Abilities, multiple people are saying Monado Kirby is best one for obvious reasons lol.
Most of this is overhyped speculation. The *possibility* of it being a good Ability is there, but until we (i.e. the Kirby Community) shows actual uses for the powers it will only remain in the realm of possibilities.

Guess that means I ought to get back to work on my SSB4 research!

Thanks for all the content as always T!mmy! You should play in more doubles tourneys with T0mmy!

I would say WFT's copy ability is more likely to be better than Robin's...
DHD, Little Mac, and Villager would also prove to have interesting copy abilities...
I play Smash tournaments every Wednesday (and whatever Fri/Sat/Sun tournaments happen in my area). I'd gladly play in more Double events if more were to crop up. XD Too bad most events do not have streaming/video capture, though there is one at the end of this month that is most likely to have a stream going. :D

You make a good point with the Trainer's Ability, but that list was just off the top of my head at the time. I was definitely going to put WFT on the list, but I'm not done examining it in detail. I guess I naturally just excluded it until then.

I don't know who "DHD" is, but it is close to "Duck Hunt". Duck Hunt's Ability is fun, useful even, but definitely fun. Little Mac's is situational (i.e. not likely to hit at full-power). Villager's is a matter of question: giving up Swallowcides to pocket the Gyroid or not?
 
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slimjim

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Yeah, standard terminology for Duck Hunt Dog even though the "Dog" isn't in the japanese version. I was thinking more along the lines of pocketing villager's F-smash in teams as well since it's a OHKO uncharged any time past 40ish% if pocketed. That would make any opponent fearful. I said interesting, not necessarily good overall haha.
https://www.youtube.com/watch?v=nLsQqd1AKTI
 
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t!MmY

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Pocketing Villager's F-smash is pretty awesome, but the window of opportunity is pretty tight. What's even more hilarious is pocketing Villager's "Timber" (D-Special). It hits for 49% when thrown back at him... that's all but a guaranteed KO at any percentage. XD

I found a couple interesting things about Kirby and about the game in general, so I should just post them as I find them:

- Kirby heals when he eats items (non-explosive items, at any rate). It appears to be just 1%, but it's a nice compensation to the fact that Kirby does not get his Hats a la Kirby Super Star.

- Sheik's Hat is technically good. I'll have to post more about this later.

- Ledge camping mechanics have been addressed: you cannot re-grab a ledge for ~1 sec. after letting go of it. I don't know if this was widespread info yet, but I haven't seen it anywhere so I figured I'd put it here for now.

- Based on the things I'm finding out, I feel like this game is going to be really awesome as players get more skilled with their characters and start implementing the techniques they practice into competitive game play. Right now we're seeing the "good" players playing well, but I'm going to say there is still a whole lot more we're going to be seeing which should make for some really hyped and epic matches. :D :D :D
 

t!MmY

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you mind if i collect frame data for his moveset later on and post it here?
Actual frame data would be appreciated since I don't have the means to get accurate info. So, what means of gathering frame data would you be using? The best I have now is running through the pseudo-frame-by-frame provided within the game ("L-button" mode), but I'm doubtful of it's accuracy.

Can Kirby still "headbutt" foes with an approaching Bair?
The headbutt practically non-existent, unfortunately. Not a bad tradeoff for the buff in power to the B-air, though.
 

Asdioh

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Is losing your Copy ability still random? I was hoping it would be a set % (like you take 40% damage and then you lose your hat) but I'm assuming it's still random in this game. It always made me sad losing my hat in Brawl by being grazed by a windbox or something.
 

t!MmY

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Is losing your Copy ability still random?
The loss of Abilities in Brawl was ridiculous. I think it may still be "random" in SSB4, though Kirby seems to be more resistant to losing his Ability this time around.
 

Aunt Jemima

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Okay, I did this in my spare time...



I feel like there's more to add, but I can't really think of anything... does anybody have any suggestions? (or rather, should I leave it as is?)
 
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kirby_queen

Smash Lord
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Jul 20, 2014
Messages
1,162
Okay, I did this in my spare time...



I feel like there's more to add, but I can't really think of anything... does anybody have any suggestions? (or rather, should I leave it as is?)
Aw it's cute!
 
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kirby_queen

Smash Lord
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Jul 20, 2014
Messages
1,162
Thank youuu~

Do you think there's anything I should add to it?
Looks fine and clear to me. Maybe if you wanted to, the guide will probably most likely be broken up in sections and each of those sections could use a sub title as well. However we don't quite have everything for the guide yet.
 
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SmileyStation

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Mar 9, 2008
Messages
362
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Actual frame data would be appreciated since I don't have the means to get accurate info. So, what means of gathering frame data would you be using? The best I have now is running through the pseudo-frame-by-frame provided within the game ("L-button" mode), but I'm doubtful of it's accuracy.


The headbutt practically non-existent, unfortunately. Not a bad tradeoff for the buff in power to the B-air, though.
sony vegas can run it through frame by frame fairly well. It will take some time since i dont have a 3ds. Id rather get the info from the wii-u version anyway since it looks like the 3ds version isnt a full 60 frame game. Ive been researching online but since it hasnt came out in America yet theres no way to look it up in English. Of course as you know its kinda hard to count frames if 60 frames isnt the base.

Actually to add on if any1 would like to volunteer some of their time and make a basic recording of kirby's moves, i could start it right now and figure out the the fps from the recording. I could also start the frame data from there too.
 
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Aunt Jemima

It's ya girl
Joined
Jul 2, 2014
Messages
3,619
sony vegas can run it through frame by frame fairly well. It will take some time since i dont have a 3ds. Id rather get the info from the wii-u version anyway since it looks like the 3ds version isnt a full 60 frame game. Ive been researching online but since it hasnt came out in America yet theres no way to look it up in English. Of course as you know its kinda hard to count frames if 60 frames isnt the base.

Actually to add on if any1 would like to volunteer some of their time and make a basic recording of kirby's moves, i could start it right now and figure out the the fps from the recording. I could also start the frame data from there too.
the game is in 60fps but videos on YouTube are 30fps
 

SmileyStation

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Messages
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the game is in 60fps but videos on YouTube are 30fps
i wasnt talking about youtube lol. Im talking about someone giving me a raw video file to look over so i can get the fps on the video to make sure its 60 fps, high quality and proper codec so i can either make a video of the frames being counted or make pictures of each separate frame for each attack or technique.

Frapsing your gameplay can also confirm if its 60fps as well.
 
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GrnFzzTgr

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GrnFzzTgr
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Hey there T!mmy! I'm not exactly new, but not really old either. I used to have an account here years ago. I just wanted to say thanks. I've been playing Kirby games since they first came out, and have mained Kirby in every main smash bros so far. Your guides, videos and matches have always helped me out and inspired me to better my Kirby game play even though I'm not into the tourney scene. I'm really looking forward to what you and other fellow Kirby players discover and bring to the table. Please keep up the great work. I'll be watching this thread and this part of the community!

Now for a real question. In every smash bros. I played as an aerialist, so Kirby fit my style perfectly. In Brawl it felt he had a fairly nice air game. My favorite aerial combo was something like this Fair > Up-Air > F-air or F-air > f-air > f-air and I don't remember if this worked but U-Air > F-air > F-air. Anyway I was wonder, how is Kirby's air game looking to you so far compared to brawl? Does it feel like he can mix his aerials up more? The only time I had a chance to use Kirby was at the smash fest demo at a best buy here in NYC, and I didn't really get enough time to get a feel for him or adapt to the controls. I did win my matches though! Until tomorrow, my only air game practice is with Pikachu in the demo.
 

t!MmY

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Your guides, videos and matches have always helped me out and inspired me to better my Kirby game play even though I'm not into the tourney scene.

Anyway I was wonder, how is Kirby's air game looking to you so far compared to brawl? Does it feel like he can mix his aerials up more?
I'm glad to hear that the info I make available to everyone is doing good for people. To answer your question, though, Kirby's air game is shaping up to be a lot of fun and - dare I say - even better than in Brawl. The second question you ask is worded a little vague for me because 'mixing up' attacks in fighting games is akin to keeping your opponent guessing, but I think the way it's asked is more like if Kirby has a lot of options to choose from in his aerial repertoire.

Kirby's aerial attack options are greatly improved from Brawl. Mind that I'm speaking of aerial 'options' here, not overall offense or prowess of any kind. He will play much like he did in Brawl, but more smoothly or effectively.

As for the other notion of 'mix-up', Kirby will definitely have a strong mix-up game... in fact, I think that will be his main mode of play. At low percents, at least, he will have his combos, and then he will usually have at least two different options to follow-up with, either of which will cover the other option's counter.
 
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t!MmY

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Okay, I did this in my spare time...



I feel like there's more to add, but I can't really think of anything... does anybody have any suggestions? (or rather, should I leave it as is?)
Thank you for the pic. I'm planning on making a title of my own when I get the time. In the meanwhile I'll add it to the guide if you don't mind. :)
 
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